Systems and methods for remote gaming using game recommender

ABSTRACT

A mobile gaming device may be a player&#39;s own personal tablet, smartphone, PDA, etc., with an application program installed via the internet for carrying out a remote gaming session. All gaming functions are carried out by a stationary gaming terminal communicating with the mobile device, such as by using WiFi or other wireless protocol. The mobile device operates as a user interface. While the player is playing one game on the mobile device, the venue&#39;s system recommends other games to the player via the player&#39;s tablet either based on the player&#39;s past gaming history, if the player used a player tracking card, or based on real time game play, if the player is anonymous. Upon the player selecting a different game, the system automatically transfers communications to a different gaming terminal and transfers the player&#39;s credits. The gaming terminals may be gaming machines, where each gaming machine carries out a different game.

CROSS-REFERENCE TO RELATED APPLICATIONS

This application is a continuation-in-part of U.S. application Ser. No.13/738,780 filed Jan. 10, 2013, and U.S. application Ser. No. 13/738,790filed Jan. 10, 2013, both of which claim the benefit of U.S. ProvisionalApplication No. 61/586,547 filed Jan. 13, 2012. This application alsoclaims priority to International Application No. PCT/CA2013/000027 filedJan. 14, 2013, Canadian Application No. 2,801,740 filed Jan. 14, 2013,and Canadian Application No. 2,801,741 filed Jan. 14, 2013, both ofwhich claim the benefit of U.S. Provisional Application No. 61/586,547filed Jan. 13, 2012.

FIELD

Embodiments described herein relate to electronic gaming systems, suchas gaming systems in casinos or other establishments, and, inparticular, to a gaming systems where games may be recommended to aplayer.

INTRODUCTION

A player may play games on a gaming machine in a casino.

A wireless hand-held device, such as a tablet, may also be used toremotely play an otherwise conventional gaming machine in a casino. Thegaming machine, for security and central monitoring/accounting purposes,may perform all the processing to deduct a bet from the remote player'sstored bank of credits, randomly select a game outcome, determine theaward to be paid to the player, and credit the player's bank of credits.The information processed by the gaming machine may be wirelesslycommunicated to the tablet, and the predetermined outcome may bedisplayed to the player (such as by displaying stopped reels). Thetablet may function as a user interface and display.

The tablet may display on its screen essentially what the player wouldsee if the player was at the gaming machine, but the gaming machinemakes all the game decisions. Virtually all player inputs are performedvia the tablet's touch screen.

When the tablet is in use, another player may not use the gamingmachine. Alternatively, one player may play the gaming machine using thetablet, and another player may simultaneously and independently play thegaming machine in the conventional way.

One type of tablet is described in U.S. Pat. No. 6,846,238 to Wells,incorporated herein by reference.

Since the player may walk around the casino with the tablet and bedistracted, various issues may arise. Some of these issues includeactions to be taken in the event the communications link is brokenduring a game and actions to be taken if a maximum time between games isexceeded. The link can be broken by the player moving beyond thereception range, moving beyond an allowable range, interference, batteryfailure, or equipment malfunction.

In the Wells patent (column 20, lines 29-47), for example, the gamingmachine internally stores video frames of the game outcome in the eventthere is a communications link failure during the game, since the tabletcould not display the outcome of the game and the outcome needs to belater verified. In case of such a link failure, it is very important toeventually prove or reveal to the player the actual outcome of the game.In the Wells patent, if the communications link is broken between thetime the player initiated the rotation of the reels and the time thatthe outcome should have been communicated to the tablet to stop thereels, the game displayed on the tablet stops, and the player does notsee the outcome. The game is thus terminated. The player becomesconfused and agitated by the failure of the system. If thecommunications link was broken due to the player walking out thereception area, the player must determine this herself and walk backtoward the gaming machine console. The tablet must then re-establishcommunications with the gaming machine. For the player to then determinethe outcome of the game, the player must somehow view the stored videoframes at the gaming machine. Wells describes the game being“terminated” once the communications link becomes inactive (see column27, lines 1-2; column 29, lines 35-36; column 31, lines 19-20; column32, lines 44-47; and column 34, lines 1-3). Such termination of the gameprior to the player seeing the result of the game is a significantdrawback of the Wells tablet.

Losing the communications link between games, rather than during a game,is much less frustrating, and re-establishing the communications linkdoes not require any verification of a game's outcome.

Accordingly, there exists a need for an improved technique for dealingwith a communications link being broken in the middle of a game, or atleast a useful alternative.

Further, in the Wells patent, there is no provision for allowing theplayer to temporarily suspend play without the system automaticallyterminating the playing session due to the period between gamesexceeding an allowable limit. A player may not be able to pause play fora legitimate reason and will lose rights to the gaming machine toanother player.

Accordingly, there exists a need for an improved technique to allow theplayer to pause play on the tablet without the playing session beingautomatically terminated due to the period between games exceeding anallowable limit, or at least a useful alternative.

Another disadvantage of the Wells tablet is that it is customized foruse as a gaming tablet to be used in conjunction with the licensedgaming machine (see column 12, lines 11-21). In one embodiment, theWells tablet is a modified version of a commercially available tablet.This adds cost to the system since the casino must provide the tablets,and the players will initially be unfamiliar with the operation of thetablet, inhibiting wide spread acceptance of the system.

Accordingly, there exists a need for an improved mobile gaming device,such as a tablet, that is an off-the-shelf commercially availabledevice, running a suitable application, that may be personally owned bythe players and which communicates with licensed gaming machines locatedin the same jurisdiction in which the mobile gaming device is located,or at least a useful alternative.

It is known to access a gaming site via the internet using any suitablecomputing device, but such an internet connection only connects thecomputing device to a server running a gaming program, typically locatedoutside of the United States. The server is not a licensed gamingmachine in the jurisdiction in which the computing device is located.Therefore, operating the computing device to carry out the game may beillegal in the jurisdiction in which it is operated. Additionally, evenoperating such an internet-connected computing device in a jurisdictionthat allows gaming does not typically authorize the player to operatethe computing device for gaming purposes since the operation is notperformed in an authorized venue.

There may be no provision to remotely select another gaming machine andautomatically set up the communications link to the new machine. Theremote player has no way of knowing which other games or other gamingmachines are available for play. Further, the player may not be allowedto use the tablet for different gaming machines/servers in differentgaming venues. There exists a need for improved recommendations of othergames or other gaming machines that are available for play, or at leasta useful alternative.

If the player does not have a central account, cashing out may notconvenient since the player must either go to the gaming machine toreceive a printed ticket or somehow identify the game on a separateprinter terminal, such as by using a keypad.

Gaming machines and tablets may incorporate 3D image viewing capability,such as by having a lenticular lens over the screen to direct twointerlaced stereoscopic images to the player's respective left and righteyes. There may be no provision for converting the gaming machine's 3Dformat of the original stereoscopic image to the tablet's particular 3Dor 2D format. If the tablet does not have 3D capability, the originalstereoscopic images cannot be displayed on the tablet's screen withoutappearing blurry. Further, with a gaming machine, the 3D image is tunedfor a particular viewing distance, while the viewing distance for thetablet may be different, typically closer since the screen is muchsmaller. Embodiments described herein may allow the remote player toadjust the 3D viewing distance (or image depth).

There may be no forced prevention of the player initiating a game whenthe battery power runs low. Therefore, an incomplete game may result ifthe battery power runs out during a game.

SUMMARY Add all Other Claims

In one aspect, embodiments described herein relate to a remote gamingmethod comprising: establishing a communications link between a mobilegaming device operated by a player and a first gaming terminal, themobile gaming device running a remote gaming program to play at least afirst game, the first gaming terminal programmed to carry out at leastthe game functions of pseudo-randomly determining a game outcome anddetermining an award to a player; receiving player control signals bythe first gaming terminal from the mobile gaming device to initiate thefirst game; carrying out the first game by the first gaming terminal,including determining a final outcome of the first game and any awardfor the outcome; transmitting signals from the first gaming terminal tothe mobile gaming device identifying the final outcome of the first gameand the award; detecting the player's real time game play; based ondetecting the player's real time game play, determining a set ofrecommended games available to be played on the mobile gaming device;transmitting signals to the mobile gaming device identifying at least asecond game of the set of recommended games; detecting a selection bythe player of the second game; carrying out the second game, includingdetermining a final outcome of the second game and any award for theoutcome; and transmitting signals to the mobile gaming deviceidentifying the final outcome of the second game and the award.

In some embodiments, the method may further comprise: operating thefirst gaming terminal in a first jurisdiction, the first gaming terminalbeing licensed for the first jurisdiction, the mobile gaming devicebeing located in the first jurisdiction;

In some embodiments, the second game is available to be played on asecond gaming terminal, wherein the method may further comprise:establishing a wireless communications link between the mobile gamingdevice and the second gaming terminal; transferring credits from thefirst gaming terminal to the second gaming terminal; carrying out thesecond game by the second gaming terminal; and transmitting signals bythe second gaming terminal to the mobile gaming device identifying thefinal outcome of the second game and the award.

In some embodiments, the first gaming terminal is a gaming machinehaving a display screen, and wherein the gaming machine may be directlyplayed using the display screen.

In some embodiments, the gaming machine and mobile gaming device areoperated within a same venue.

In some embodiments, the mobile gaming device is not required to belicensed in the first jurisdiction.

In some embodiments, the player is playing anonymously, without the useof a player tracking card.

In some embodiments, the first gaming terminal and the second gamingterminal are located in different gaming venues.

In some embodiments, the method may further comprise: periodicallycontrolling the mobile gaming device to communicate between a pluralityof transceivers in a venue; using Received Signal Strength Indicator(RSSI) level signals derived by communications with the transceivers todetermine whether the mobile gaming device is within a designated areawithin the venue; and if it is determined that the mobile gaming deviceis outside of the designated area, blocking the mobile gaming devicefrom carrying out the first or second game.

In some embodiments, the first gaming terminal is licensed for use in afirst gaming zone operated by a first operator, and the second gamingterminal is licensed for use in a second gaming zone operated by asecond operator, wherein the player is located in the first gaming zone.

In some embodiments, at least a portion of revenue generated by theplayer playing the second type game is provided to the second operator.

In some embodiments, the method may further comprise: applying data fromthe player's real time game play to an algorithm to determine that theplayer is a certain type of player, then selecting the set ofrecommended games based on the certain type of player.

In some embodiments, the carrying out the first game by the first gamingterminal comprises displaying game animation on the mobile gaming deviceconveying to the player that the first game is presently occurring, andwherein the method further comprises: in the event of a communicationslink failure between the mobile gaming device and the first gamingterminal during the game, prior to receiving the signals by the mobilegaming device identifying the final outcome of the game and the awardbut after the game animation has begun, continuing the game animation bythe mobile gaming device during the communications link failure for atime until the communications link has been re-established; once thecommunication link has been re-established, transmitting the signals tothe mobile gaming device identifying the final outcome of the first gameand the award, stopping the game animation; and displaying, by themobile gaming device, the final outcome of the game and the award, suchthat the game perceived by the player is not interrupted during thecommunications link failure.

In some embodiments, the gaming program comprises game inactivity rulesrequiring game play within a maximum allowable time to prevent a remotegaming session from being terminated, and wherein the method furthercomprises: allowing the player to pause the remote gaming session byentering a command via the mobile gaming device to pause the remotegaming session for a certain time; suspending the game inactivity rules,by the first gaming terminal, for the certain time so the remote gamingsession does not terminate due to game inactivity; receiving a firstsignal by the first gaming terminal indicating that the player is againusing the mobile gaming device to play the first game; re-applying thegame activity rules after the first signal is received; and terminatingthe gaming session if the player does not use the mobile gaming deviceto play the first game within the certain time.

In some embodiments, the method may further comprise: providing astationary registration terminal within a first regulated gaming venue,the registration terminal having a transceiver for communicating withthe mobile gaming device, operated by the player within the firstregulated gaming venue, the registration terminal being coupled to anetwork with a plurality of gaming machines including a first gamingterminal; and establishing, via the registration terminal, the wirelesscommunications link between the mobile gaming device and the firstgaming terminal to play the first game.

In some embodiments, the registration terminal includes a printer, themethod further comprising: identifying credits, by the registrationterminal, associated with the first player; and printing out a ticketfor redemption by the player.

In some embodiments, the first gaming terminal is located in a secondregulated gaming venue and coupled to the network, wherein the firstgaming terminal communicates with the mobile gaming device via theregistration terminal.

In some embodiments, the plurality of gaming terminals includes gamingterminals located in the first regulated gaming venue and gamingterminals located in a second regulated gaming venue.

In some embodiments, the first gaming machine generate video animationin an original format when displaying a the first game on the displayscreen, wherein the method further comprises: detecting a required videoanimation second format for the mobile gaming device which is differentfrom the original format; converting the video animation from theoriginal format to the second format for the mobile gaming device; anddisplaying the game to the player on the mobile gaming device using thesecond format.

In some embodiments, the set of recommended games is associated with agaming model of a plurality of gaming models, and wherein the methodfurther comprises: detecting a threshold amount of data for the player'sreal time game play;

partitioning the data for the player's real time game play into aplurality of game events; and determining that the gaming modelcorresponds to the one or more events of the plurality of game events.

In some embodiments, the set of recommended games is associated with agaming model of a plurality of gaming models, and wherein the methodfurther comprises: determining each of the plurality of models fromcollected game play data using cluster analysis; and associating a setof recommended games with each of the plurality of gaming models.

In some embodiments, the player's real time game play is associated withgame factors, and wherein the gaming model comprises a collection ofgame factors representing a predetermined gaming and play behavior modelof game player.

In some embodiments, the game factors comprise one or more membersselected from the grouping consisting of: game session length, playbehavior, game behavior, game language, game location, game selection,elapsed time with one game, wagering behavior, game type, game theme,wager amounts, wager denominations, play rates, typical bonus values,game brand, prize distributions, amounts of incremental wagers,frequency of wagering, for instance the presence or absence of multiplerounds of wagering in a game, the number of rounds of wagers permittedin a game, maximum wager amounts permitted, minimum wager amountspermitted, amount of wagering, elapsed time between selected events forinstance starting a new game, reaction to bonus rounds, reaction toprogressive outputs, pay table features, amount of incremental wagers,frequency of wagering, elapsed time for player reaction, amount ofwagering, elapsed time between wagers, frequency of player action, gamerules, game complexity, ability for a player to control or have aneffect on a game outcome, whether an outcome is predetermined, whetherparallel wagering is provided, average game speed, average wageramounts, average wager rate, presence or frequency of bonus rounds,presence and frequency of progressive outputs, payout percentages, winrates, win percentages, loss rates, loss percentages, use of specialfeatures, frequency of use of special features, number of lines played,total amount wagered, and type of payment received.

In some embodiments, the set of recommended games is associated with agame player type, wherein the game player type is associated with agaming model of a plurality of gaming models, and wherein the methodfurther comprises: detecting a threshold amount of data for the player'sreal time game play; determining the game player type based on analysisof the data for the player's real time game play determining that thegaming model corresponds to the game player type.

In some embodiments, the method may further comprise: transferring gameassets to the mobile gaming device, wherein the game assets comprisegame content for the first game or the second game; if it is determinedthat the mobile gaming device is outside of the designated area,deleting the game assets on the mobile gaming device.

In some embodiments, the first game or the second game comprises awagering mode and a free mode, wherein the method further comprises:transferring game assets to the mobile gaming device, wherein the gameassets comprise game content for the first game or the second game;carrying out, using the game assets, the first game or the second gamein the wagering mode; if it is determined that the mobile gaming deviceis outside of the designated area, continuing to carry out, using thegame assets, the first game or the second game in the free mode.

In some embodiments, the method may further comprise: collecting gameplay data corresponding to the player's real time game play; determiningone or more processing, storing or transmitting actions permitted on thecollected game play data based on user preferences and regulatoryrestrictions; and upon determining that the one or more processing,storing or transmitting actions are permitted on the collected game playdata, performing the one or more processing, storing or transmittingactions are permitted on the collected game play data.

In some embodiments, the method may further comprise: providing, on adisplay of the mobile gaming device, a designated area assigned to theplayer as part of the first game, wherein there are additionaldesignated areas assigned to different players; receiving a signalinitiated by the player that identifies the player as an active playerin the first game; initiating the display of an individual game in thedesignated area assigned to the player as part of the first game, whilethe remaining players have an option to concurrently play a communitygame displayed on the additional designated areas; concurrentlydisplaying, on the mobile gaming device, a plurality of icons in thedesignated area assigned to the player, each icon being associated witha particular wager amount, wherein the icons concurrently displayed areassociated with a plurality of different wager amounts, and wherein atleast some of the icons are associated with a hidden prize; receiving asignal identifying a particular icon being touched; deducting the wageramount associated with the icon touched by the player from a bank ofcredits associated with the first player; and granting any award to theplayer associated with the icon touched by the player.

In another aspect, there is provided a remote gaming system comprisingone or more processors and one or more data storage devices storing oneor more sequences of instructions which, when executed by the one ormore processors, causes the one or more processors to: establish acommunications link between a mobile gaming device, operated by a playerand a first gaming terminal, the mobile gaming device running a remotegaming program to play at least a first game, the first gaming terminalprogrammed to carry out at least the game functions of pseudo-randomlydetermining a game outcome and determining an award to a player; receiveplayer control signals by the first gaming terminal from the mobilegaming device to initiate the first game; carry out the first game bythe first gaming terminal, including determining a final outcome of thefirst game and any award for the outcome; transmit signals from thefirst gaming terminal to the mobile gaming device identifying the finaloutcome of the first game and the award; detect the player's real timegame play; based on detecting the player's real time game play,determine a set of recommended games available to be played on themobile gaming device; transmit signals to the mobile gaming deviceidentifying at least a second game of the set of recommended games;detect a selection by the player of the second game; carry out thesecond game, including determining a final outcome of the second gameand any award for the outcome; and transmit signals to the mobile gamingdevice identifying the final outcome of the second game and the award.

In a further aspect, there is provided a computer-readable storagemedium storing one or more sequences of instructions which, whenexecuted by one or more processors, causes the one or more processors toperform a method of remote gaming, the method comprising: establishing acommunications link between a mobile gaming device, operated by a playerand a first gaming terminal, the mobile gaming device running a remotegaming program to play at least a first game, the first gaming terminalprogrammed to carry out at least the game functions of pseudo-randomlydetermining a game outcome and determining an award to a player;providing player control signals to the first gaming terminal from themobile gaming device to initiate the first game; carrying out the firstgame via the first gaming terminal, including determining a finaloutcome of the first game and any award for the outcome; receivingsignals from the first gaming terminal at the mobile gaming deviceidentifying the final outcome of the first game and the award; detectingthe player's real time game play for use in determining a set ofrecommended games available to be played on the mobile gaming device;receiving signals at the mobile gaming device identifying at least asecond game of the set of recommended games; detecting a selection bythe player of the second game; carrying out the second game, includingdetermining a final outcome of the second game and any award for theoutcome; and receiving signals at the mobile gaming device identifyingthe final outcome of the second game and the award.

In another aspect, there is provided a remote gaming method comprising:providing a stationary registration terminal within a first regulatedgaming venue, the registration terminal having a transceiver forcommunicating with a mobile gaming device, operated by a player withinthe first regulated gaming venue, the registration terminal beingconnected in a network with a plurality of gaming machines including afirst gaming terminal; establishing, via the registration terminal, awireless communications link between the mobile gaming device and thefirst gaming terminal to play at least a first game; receiving playercontrol signals by the first gaming terminal from the mobile gamingdevice to initiate the first game; carrying out the first game by thefirst gaming terminal, including determining a final outcome of thefirst game and any award for the outcome; transmitting signals from thefirst gaming terminal to the mobile gaming device identifying the finaloutcome of the first game and the award.

In some embodiments, the method may further comprise: detecting aselection by the player of the second game; carrying out the secondgame, including determining a final outcome of the second game and anyaward for the outcome; and transmitting signals to the mobile gamingdevice identifying the final outcome of the second game and the award.

In some embodiments, the second game is available to be played on asecond gaming terminal, wherein the method further comprises:establishing, via the registration terminal, a wireless communicationslink between the mobile gaming device and the second gaming terminal;transferring credits, via the registration terminal, from the firstgaming terminal to the second gaming terminal; carrying out the secondgame by the second gaming terminal; and transmitting signals by thesecond gaming terminal to the mobile gaming device identifying the finaloutcome of the second game and the award.

In some embodiments, the first gaming terminal and the second gamingterminal are located in different gaming venues.

In some embodiments, the first gaming terminal is licensed for use in afirst gaming zone operated by a first operator, and the second gamingterminal is licensed for use in a second gaming zone operated by asecond operator, wherein the player is located in the first gaming zone.

In some embodiments, at least a portion of revenue generated by theplayer playing the second type game is provided to the second operator.

In some embodiments, the method may further comprise: detecting theplayer's real time game play; based on detecting the player's real timegame play, determining a set of recommended games available to be playedon the mobile gaming device, wherein the set of recommended gamescomprises the second game; transmitting signals to the mobile gamingdevice identifying at least the second game of the set of recommendedgames.

In some embodiments, the method may further comprise: applying data fromthe player's real time game play to an algorithm to determine that theplayer is a certain type of player, then selecting the set ofrecommended games based on the certain type of player.

In some embodiments, the set of recommended games is associated with agaming model of a plurality of gaming models, and wherein the methodfurther comprises: detecting a threshold amount of data for the player'sreal time game play; partitioning the data for the player's real timegame play into a plurality of game events; and determining that thegaming model corresponds to the one or more events of the plurality ofgame events.

In some embodiments, the set of recommended games is associated with agaming model of a plurality of gaming models, and wherein the methodfurther comprises: determining each of the plurality of models fromcollected game play data using cluster analysis; and associating a setof recommended games with each of the plurality of gaming models.

In some embodiments, the player's real time game play is associated withgame factors, and wherein the gaming model comprises a collection ofgame factors representing a predetermined gaming and play behavior modelof game player.

In some embodiments, the game factors comprise one or more membersselected from the grouping consisting of: game session length, playbehavior, game behavior, game language, game location, game selection,elapsed time with one game, wagering behavior, game type, game theme,wager amounts, wager denominations, play rates, typical bonus values,game brand, prize distributions, amounts of incremental wagers,frequency of wagering, for instance the presence or absence of multiplerounds of wagering in a game, the number of rounds of wagers permittedin a game, maximum wager amounts permitted, minimum wager amountspermitted, amount of wagering, elapsed time between selected events forinstance starting a new game, reaction to bonus rounds, reaction toprogressive outputs, pay table features, amount of incremental wagers,frequency of wagering, elapsed time for player reaction, amount ofwagering, elapsed time between wagers, frequency of player action, gamerules, game complexity, ability for a player to control or have aneffect on a game outcome, whether an outcome is predetermined, whetherparallel wagering is provided, average game speed, average wageramounts, average wager rate, presence or frequency of bonus rounds,presence and frequency of progressive outputs, payout percentages, winrates, win percentages, loss rates, loss percentages, use of specialfeatures, frequency of use of special features, number of lines played,total amount wagered, and type of payment received.

In some embodiments, the set of recommended games is associated with agame player type, wherein the game player type is associated with agaming model of a plurality of gaming models, and wherein the methodfurther comprises: detecting a threshold amount of data for the player'sreal time game play; determining the game player type based on analysisof the data for the player's real time game play determining that thegaming model corresponds to the game player type.

In some embodiments, the mobile gaming device is automaticallyidentified by the registration terminal using a Near FieldCommunications (NFC) protocol.

In some embodiments, the first gaming terminal is located in a secondregulated gaming venue, wherein the first gaming terminal communicateswith the mobile gaming device via a network in the second regulatedgaming venue.

In some embodiments, the plurality of gaming terminals includes gamingterminals located in the first regulated gaming venue and gamingterminals located in a second regulated gaming venue.

In some embodiments, the registration terminal acts a communications hubbetween the mobile gaming device and the first gaming terminal.

In some embodiments, the player is playing anonymously, without the useof a player tracking card.

In some embodiments, the registration terminal includes a printer, themethod further comprising; identifying credits, by the registrationterminal, associated with the first player; and printing out a ticketfor redemption by the player.

In some embodiments, the mobile gaming device wirelessly transmit codesto the registration terminal identifying credits for being redeemed bythe player.

In some embodiments, the method may further comprise periodicallycontrolling the mobile gaming device to communicate between a pluralityof transceivers in a venue; using Received Signal Strength Indicator(RSSI) level signals derived by communications with the transceivers todetermine whether the mobile gaming device is within a designated areawithin the venue; and if it is determined that the mobile gaming deviceis outside of the designated area, blocking the mobile gaming devicefrom carrying out the first game.

In some embodiments, the method may further comprise transferring gameassets to the mobile gaming device, wherein the game assets comprisegame content for the first game or the second game; if it is determinedthat the mobile gaming device is outside of the designated area,deleting the game assets on the mobile gaming device.

In some embodiments, the first game or the second game comprises awagering mode and a free mode, wherein the method further comprises:transferring game assets to the mobile gaming device, wherein the gameassets comprise game content for the first game or the second game;carrying out, using the game assets, the first game or the second gamein the wagering mode; if it is determined that the mobile gaming deviceis outside of the designated area, continuing to carry out, using thegame assets, the first game or the second game in the free mode.

In some embodiments, the carrying out the first game by the first gamingterminal comprises displaying game animation on the mobile gaming deviceconveying to the player that the first game is presently occurring, andwherein the method further comprises: in the event of a communicationslink failure between the mobile gaming device and the first gamingterminal during the game, prior to receiving the signals by the mobilegaming device identifying the final outcome of the game and the awardbut after the game animation has begun, continuing the game animation bythe mobile gaming device during the communications link failure for atime until the communications link has been re-established; once thecommunication link has been re-established, transmitting the signals tothe mobile gaming device identifying the final outcome of the first gameand the award, stopping the game animation; and displaying, by themobile gaming device, the final outcome of the game and the award, suchthat the game perceived by the player is not interrupted during thecommunications link failure.

In some embodiments, the gaming program comprises game inactivity rulesrequiring game play within a maximum allowable time to prevent a remotegaming session from being terminated, and wherein the method furthercomprises: allowing the player to pause the remote gaming session byentering a command via the mobile gaming device to pause the remotegaming session for a certain time; suspending the game inactivity rules,by the first gaming terminal, for the certain time so the remote gamingsession does not terminate due to game inactivity; receiving a firstsignal by the first gaming terminal indicating that the player is againusing the mobile gaming device to play the first game; re-applying thegame activity rules after the first signal is received; and terminatingthe gaming session if the player does not use the mobile gaming deviceto play the first game within the certain time.

In some embodiments, the first gaming machine generates video animationin an original format when displaying a the first game on the displayscreen, wherein the method further comprises: detecting a required videoanimation second format for the mobile gaming device which is differentfrom the original format; converting the video animation from theoriginal format to the second format for the mobile gaming device; anddisplaying the game to the player on the mobile gaming device using thesecond format.

In some embodiments, the method may further comprise collecting gameplay data corresponding to the player's real time game play; determiningone or more processing, storing or transmitting actions permitted on thecollected game play data based on user preferences and regulatoryrestrictions; and upon determining that the one or more processing,storing or transmitting actions are permitted on the collected game playdata, performing the one or more processing, storing or transmittingactions that are permitted on the collected game play data.

In some embodiments, the method may further comprise providing, on adisplay of the mobile gaming device, a designated area assigned to theplayer as part of the first game, wherein there are additionaldesignated areas assigned to different players;

receiving a signal initiated by the player that identifies the player asan active player in the first game; initiating the display of anindividual game in the designated area assigned to the player as part ofthe first game, while the remaining players have an option toconcurrently play a community game displayed on the additionaldesignated areas; concurrently displaying, on the mobile gaming device,a plurality of icons in the designated area assigned to the player, eachicon being associated with a particular wager amount, wherein the iconsconcurrently displayed are associated with a plurality of differentwager amounts, and wherein at least some of the icons are associatedwith a hidden prize; receiving a signal identifying a particular iconbeing touched; deducting the wager amount associated with the icontouched by the player from a bank of credits associated with the firstplayer; and granting any award to the player associated with the icontouched by the player.

In another aspect, there is provided a remote gaming system comprisingone or more processors and one or more data storage devices storing oneor more sequences of instructions which, when executed by the one ormore processors, causes the one or more processors to provide astationary registration terminal within a first regulated gaming venue,the registration terminal having a transceiver for communicating with amobile gaming device, operated by a player within the first regulatedgaming venue, the registration terminal being connected in a networkwith a plurality of gaming machines including a first gaming terminal;establish, via the registration terminal, a wireless communications linkbetween the mobile gaming device and the first gaming terminal to playat least a first game; receive player control signals by the firstgaming terminal from the mobile gaming device to initiate the firstgame; carry out the first game by the first gaming terminal, includingdetermining a final outcome of the first game and any award for theoutcome; transmit signals from the first gaming terminal to the mobilegaming device identifying the final outcome of the first game and theaward.

In a further aspect, there is provided a computer-readable storagemedium storing one or more sequences of instructions which, whenexecuted by one or more processors, causes the one or more processors toperform a method of remote gaming, the method comprising: providing astationary registration terminal within a first regulated gaming venue,the registration terminal having a transceiver for communicating with amobile gaming device, operated by a player within the first regulatedgaming venue, the registration terminal being connected in a networkwith a plurality of gaming machines including a first gaming terminalestablishing, via the registration terminal, a wireless communicationslink between the mobile gaming device and the first gaming terminal toplay at least a first game; receiving player control signals by thefirst gaming terminal from the mobile gaming device to initiate thefirst game; carrying out the first game by the first gaming terminal,including determining a final outcome of the first game and any awardfor the outcome; transmitting signals from the first gaming terminal tothe mobile gaming device identifying the final outcome of the first gameand the award.

In another aspect, there is provided a remote gaming method comprising:establishing a wireless communications link between the mobile gamingdevice operated by a player and a first gaming terminal, the gamingmachine generating video animation in an original format when displayinga first game on the display screen; receiving player control signals bythe first gaming terminal from the mobile gaming device to initiate thefirst game; detecting a required video animation second format for themobile gaming device which is different from the original format;providing the video animation second format for the mobile gamingdevice; displaying the game to the player on the mobile gaming deviceusing the second format; carrying out the first game by the first gamingterminal, including determining a final outcome of the first game andany award for the outcome; and transmitting signals from the firstgaming terminal to the mobile gaming device identifying the finaloutcome of the first game and the award.

In some embodiments, the method further comprises converting the videoanimation from the original format to the second format for the mobilegaming device.

In some embodiments, the method further comprises converting the videoanimation from the original format to the second format for the mobilegaming device by the gaming machine performing the converting.

In some embodiments, the method further comprises converting the videoanimation from the original format to the second format for the mobilegaming device by the mobile gaming device performing the converting.

In some embodiments, the method further comprises transmitting by themobile gaming device to the gaming machine information used by thegaming machine to determine whether converting the video animation fromthe original format to the second format is to be performed by thegaming machine or the mobile gaming device.

In some embodiments, the original format is a 3D format, wherein 3Dimages displayed on the display screen of the gaming machine have afirst depth determined by an assumed viewing distance between the playerand the display screen, and the 3D images displayed on the mobile gamingdevice are controlled by the player to have a selected depth based onthe player's viewing distance from the mobile gaming device.

In some embodiments, the method further comprises further comprisingidentifying the video animation second format from a plurality of videoanimation formats.

In some embodiments, the original format is a 3D format.

In some embodiments, the second format is a 3D format.

In some embodiments, the second format is a 2D format.

In some embodiments, the method further comprises providing a stationaryregistration terminal within a first regulated gaming venue, theregistration terminal having a transceiver for communicating with amobile gaming device, within the first regulated gaming venue, theregistration terminal being connected in a network with a plurality ofgaming machines including a first gaming terminal; and establishing thewireless communications link via the registration terminal.

In some embodiments, the method further comprises detecting the player'sreal time game play; based on detecting the player's real time gameplay, determining a set of recommended games available to be played onthe mobile gaming device;

transmitting signals to the mobile gaming device identifying at least asecond game of the set of recommended games; detecting a selection bythe player of the second game, the gaming machine generating videoanimation in an original format when displaying the second game on thedisplay screen; receiving player control signals by the first gamingterminal from the mobile gaming device to initiate the second game;providing a video animation second format of the second game for themobile gaming device; displaying the second game to the player on themobile gaming device using the second format; carrying out the secondgame, including determining a final outcome of the second game and anyaward for the outcome; and transmitting signals to the mobile gamingdevice identifying the final outcome of the second game and the award.

In some embodiments, the method further comprises applying data from theplayer's real time game play to an algorithm to determine that theplayer is a certain type of player, then selecting the set ofrecommended games based on the certain type of player.

In some embodiments, the set of recommended games is associated with agaming model of a plurality of gaming models, and wherein the methodfurther comprises: detecting a threshold amount of data for the player'sreal time game play; partitioning the data for the player's real timegame play into a plurality of game events; and determining that thegaming model corresponds to the one or more events of the plurality ofgame events.

In some embodiments, the set of recommended games is associated with agaming model of a plurality of gaming models, and wherein the methodfurther comprises: determining each of the plurality of models fromcollected game play data using cluster analysis; and associating a setof recommended games with each of the plurality of gaming models.

In some embodiments, the player's real time game play is associated withgame factors, and wherein the gaming model comprises a collection ofgame factors representing a predetermined gaming and play behavior modelof game player.

In some embodiments, the game factors comprise one or more membersselected from the grouping consisting of: game session length, playbehavior, game behavior, game language, game location, game selection,elapsed time with one game, wagering behavior, game type, game theme,wager amounts, wager denominations, play rates, typical bonus values,game brand, prize distributions, amounts of incremental wagers,frequency of wagering, for instance the presence or absence of multiplerounds of wagering in a game, the number of rounds of wagers permittedin a game, maximum wager amounts permitted, minimum wager amountspermitted, amount of wagering, elapsed time between selected events forinstance starting a new game, reaction to bonus rounds, reaction toprogressive outputs, pay table features, amount of incremental wagers,frequency of wagering, elapsed time for player reaction, amount ofwagering, elapsed time between wagers, frequency of player action, gamerules, game complexity, ability for a player to control or have aneffect on a game outcome, whether an outcome is predetermined, whetherparallel wagering is provided, average game speed, average wageramounts, average wager rate, presence or frequency of bonus rounds,presence and frequency of progressive outputs, payout percentages, winrates, win percentages, loss rates, loss percentages, use of specialfeatures, frequency of use of special features, number of lines played,total amount wagered, and type of payment received.

In some embodiments, the set of recommended games is associated with agame player type, wherein the game player type is associated with agaming model of a plurality of gaming models, and wherein the methodfurther comprises: detecting a threshold amount of data for the player'sreal time game play; determining the game player type based on analysisof the data for the player's real time game play determining that thegaming model corresponds to the game player type.

In some embodiments, the player is playing anonymously, without the useof a player tracking card.

In some embodiments, the method further comprises periodicallycontrolling the mobile gaming device to communicate between a pluralityof transceivers in a venue; using Received Signal Strength Indicator(RSSI) level signals derived by communications with the transceivers todetermine whether the mobile gaming device is within a designated areawithin the venue; and if it is determined that the mobile gaming deviceis outside of the designated area, blocking the mobile gaming devicefrom carrying out the first game.

In some embodiments, the method further comprises transferring gameassets to the mobile gaming device, wherein the game assets comprisegame content for the first game or the second game; if it is determinedthat the mobile gaming device is outside of the designated area,deleting the game assets on the mobile gaming device.

In some embodiments, the first game or the second game comprises awagering mode and a free mode, wherein the method further comprises:transferring game assets to the mobile gaming device, wherein the gameassets comprise game content for the first game or the second game;carrying out, using the game assets, the first game or the second gamein the wagering mode; if it is determined that the mobile gaming deviceis outside of the designated area, continuing to carry out, using thegame assets, the first game or the second game in the free mode.

In some embodiments the carrying out the first game by the first gamingterminal comprises displaying game animation on the mobile gaming deviceconveying to the player that the first game is presently occurring, andwherein the method further comprises: in the event of a communicationslink failure between the mobile gaming device and the first gamingterminal during the game, prior to receiving the signals by the mobilegaming device identifying the final outcome of the game and the awardbut after the game animation has begun, continuing the game animation bythe mobile gaming device during the communications link failure for atime until the communications link has been re-established; once thecommunication link has been re-established, transmitting the signals tothe mobile gaming device identifying the final outcome of the first gameand the award, stopping the game animation; and displaying, by themobile gaming device, the final outcome of the game and the award, suchthat the game perceived by the player is not interrupted during thecommunications link failure.

In some embodiments, the gaming terminal comprises game inactivity rulesrequiring game play within a maximum allowable time to prevent a remotegaming session from being terminated, and wherein the method furthercomprises: allowing the player to pause the remote gaming session byentering a command via the mobile gaming device to pause the remotegaming session for a certain time; suspending the game inactivity rules,by the first gaming terminal, for the certain time so the remote gamingsession does not terminate due to game inactivity; receiving a firstsignal by the first gaming terminal indicating that the player is againusing the mobile gaming device to play the first game; re-applying thegame activity rules after the first signal is received; and terminatingthe gaming session if the player does not use the mobile gaming deviceto play the first game within the certain time.

In some embodiments, the method further comprises collecting game playdata corresponding to the player's real time game play; determining oneor more processing, storing or transmitting actions permitted on thecollected game play data based on user preferences and regulatoryrestrictions; and upon determining that the one or more processing,storing or transmitting actions are permitted on the collected game playdata, performing the one or more processing, storing or transmittingactions that are permitted on the collected game play data.

In some embodiments, the method further comprises providing, on adisplay of the mobile gaming device using the second format, adesignated area assigned to the player as part of the first game,wherein there are additional designated areas assigned to differentplayers; receiving a signal initiated by the player that identifies theplayer as an active player in the first game; initiating the display ofan individual game in the designated area assigned to the player as partof the first game using the second format, while the remaining playershave an option to concurrently play a community game displayed on theadditional designated areas; concurrently displaying, on the mobilegaming device using the second format, a plurality of icons in thedesignated area assigned to the player, each icon being associated witha particular wager amount, wherein the icons concurrently displayed areassociated with a plurality of different wager amounts, and wherein atleast some of the icons are associated with a hidden prize; receiving asignal identifying a particular icon being touched; deducting the wageramount associated with the icon touched by the player from a bank ofcredits associated with the first player; and granting any award to theplayer associated with the icon touched by the player.

In another aspect, there is provided a remote gaming system comprisingone or more processors and one or more data storage devices storing oneor more sequences of instructions which, when executed by the one ormore processors, causes the one or more processors to: establish awireless communications link between the mobile gaming device operatedby a player and a first gaming terminal, the gaming machine generatingvideo animation in an original format when displaying a first game onthe display screen; receive player control signals by the first gamingterminal from the mobile gaming device to initiate the first game;detect a required video animation second format for the mobile gamingdevice which is different from the original format; provide the videoanimation second format for the mobile gaming device; display the gameto the player on the mobile gaming device using the second format; carryout the first game by the first gaming terminal, including determining afinal outcome of the first game and any award for the outcome; andtransmit signals from the first gaming terminal to the mobile gamingdevice identifying the final outcome of the first game and the award.

In a further aspect, there is provided a computer-readable storagemedium storing one or more sequences of instructions which, whenexecuted by one or more processors, causes the one or more processors toperform a method of remote gaming, the method comprising: establishing awireless communications link between the mobile gaming device operatedby a player and a first gaming terminal, the gaming machine generatingvideo animation in an original format when displaying a first game onthe display screen; receiving player control signals by the first gamingterminal from the mobile gaming device to initiate the first game;detecting a required video animation second format for the mobile gamingdevice which is different from the original format; providing the videoanimation second format for the mobile gaming device; displaying thegame to the player on the mobile gaming device using the second format;carrying out the first game by the first gaming terminal, includingdetermining a final outcome of the first game and any award for theoutcome; and transmitting signals from the first gaming terminal to themobile gaming device identifying the final outcome of the first game andthe award.

In another aspect, there is provided remote gaming method comprising:establishing a wireless communications link between the mobile gamingdevice operated by a player and the first gaming terminal to play atleast a first game; receiving player control signals by the first gamingterminal from the mobile gaming device to initiate the first game;carrying out the first game by the first gaming terminal, includingdetermining a final outcome of the first game and any award for theoutcome; displaying game animation on the mobile gaming device conveyingto the player that the first game is presently occurring; transmittingsignals from the first gaming terminal to the mobile gaming deviceidentifying the final outcome of the first game and the award; in theevent of a communications link failure between the mobile gaming deviceand the first gaming terminal during the game, prior to receiving thesignals by the mobile gaming device identifying the final outcome of thegame and the award but after the game animation has begun, continuingthe game animation by the mobile gaming device during the communicationslink failure for a time until the communications link has beenre-established; once the communication link has been re-established,transmitting the signals to the mobile gaming device identifying thefinal outcome of the first game and the award, stopping the gameanimation; and displaying, by the mobile gaming device, the finaloutcome of the game and the award, such that the game perceived by theplayer is not interrupted during the communications link failure.

In some embodiments, the method may further comprise providing astationary registration terminal within a first regulated gaming venue,the registration terminal having a transceiver for communicating withthe mobile gaming device operated by the player within the firstregulated gaming venue, the registration terminal being connected in anetwork with a plurality of gaming machines including a first gamingterminal; and establishing the communication link using the registrationterminal.

In some embodiments, the method may further comprise detecting aselection by the player of a second game; carrying out the second game,including determining a final outcome of the second game and any awardfor the outcome; and transmitting signals to the mobile gaming deviceidentifying the final outcome of the second game and the award.

In some embodiments, the second game is available to be played on asecond gaming terminal, wherein the method further comprises:establishing a wireless communications link between the mobile gamingdevice and the second gaming terminal; transferring credits, via theregistration terminal, from the first gaming terminal to the secondgaming terminal; carrying out the second game by the second gamingterminal; and transmitting signals by the second gaming terminal to themobile gaming device identifying the final outcome of the second gameand the award.

In some embodiments, the first gaming terminal and the second gamingterminal are located in different gaming venues.

In some embodiments, the first gaming terminal is licensed for use in afirst gaming zone operated by a first operator, and the second gamingterminal is licensed for use in a second gaming zone operated by asecond operator, wherein the player is located in the first gaming zone.

In some embodiments, at least a portion of revenue generated by theplayer playing the second type game is provided to the second operator.

In some embodiments, the method may further comprise detecting theplayer's real time game play; based on detecting the player's real timegame play, determining a set of recommended games available to be playedon the mobile gaming device, wherein the set of recommended gamescomprises the second game; transmitting signals to the mobile gamingdevice identifying at least the second game of the set of recommendedgames.

In some embodiments, the method may further comprise applying data fromthe player's real time game play to an algorithm to determine that theplayer is a certain type of player, then selecting the set ofrecommended games based on the certain type of player.

In some embodiments, the set of recommended games is associated with agaming model of a plurality of gaming models, and wherein the methodfurther comprises: detecting a threshold amount of data for the player'sreal time game play;

partitioning the data for the player's real time game play into aplurality of game events; and determining that the gaming modelcorresponds to the one or more events of the plurality of game events.

In some embodiments, the set of recommended games is associated with agaming model of a plurality of gaming models, and wherein the methodfurther comprises: determining each of the plurality of models fromcollected game play data using cluster analysis; and associating a setof recommended games with each of the plurality of gaming models.

In some embodiments, the player's real time game play is associated withgame factors, and wherein the gaming model comprises a collection ofgame factors representing a predetermined gaming and play behavior modelof game player.

In some embodiments, the game factors comprise one or more membersselected from the grouping consisting of: game session length, playbehavior, game behavior, game language, game location, game selection,elapsed time with one game, wagering behavior, game type, game theme,wager amounts, wager denominations, play rates, typical bonus values,game brand, prize distributions, amounts of incremental wagers,frequency of wagering, for instance the presence or absence of multiplerounds of wagering in a game, the number of rounds of wagers permittedin a game, maximum wager amounts permitted, minimum wager amountspermitted, amount of wagering, elapsed time between selected events forinstance starting a new game, reaction to bonus rounds, reaction toprogressive outputs, pay table features, amount of incremental wagers,frequency of wagering, elapsed time for player reaction, amount ofwagering, elapsed time between wagers, frequency of player action, gamerules, game complexity, ability for a player to control or have aneffect on a game outcome, whether an outcome is predetermined, whetherparallel wagering is provided, average game speed, average wageramounts, average wager rate, presence or frequency of bonus rounds,presence and frequency of progressive outputs, payout percentages, winrates, win percentages, loss rates, loss percentages, use of specialfeatures, frequency of use of special features, number of lines played,total amount wagered, and type of payment received.

In some embodiments, the set of recommended games is associated with agame player type, wherein the game player type is associated with agaming model of a plurality of gaming models, and wherein the methodfurther comprises: detecting a threshold amount of data for the player'sreal time game play; determining the game player type based on analysisof the data for the player's real time game play; determining that thegaming model corresponds to the game player type.

In some embodiments, the mobile gaming device is automaticallyidentified using a Near Field Communications (NFC) protocol.

In some embodiments, the first gaming terminal is located in a secondregulated gaming venue, wherein the first gaming terminal communicateswith the mobile gaming device via a network in the second regulatedgaming venue.

In some embodiments, the player is playing anonymously, without the useof a player tracking card.

In some embodiments, the method may further comprise periodicallycontrolling the mobile gaming device to communicate between a pluralityof transceivers in a venue; using Received Signal Strength Indicator(RSSI) level signals derived by communications with the transceivers todetermine whether the mobile gaming device is within a designated areawithin the venue; and if it is determined that the mobile gaming deviceis outside of the designated area, blocking the mobile gaming devicefrom carrying out the first game.

In some embodiments, the method may further comprise transferring gameassets to the mobile gaming device, wherein the game assets comprisegame content for the first game; if it is determined that the mobilegaming device is outside of the designated area, deleting the gameassets on the mobile gaming device.

In some embodiments, the first game comprises a wagering mode and a freemode, wherein the method further comprises: transferring game assets tothe mobile gaming device, wherein the game assets comprise game contentfor the first game; carrying out, using the game assets, the first gamein the wagering mode; if it is determined that the mobile gaming deviceis outside of the designated area, continuing to carry out, using thegame assets, the first game in the free mode.

In some embodiments, the gaming program comprises game inactivity rulesrequiring game play within a maximum allowable time to prevent a remotegaming session from being terminated, and wherein the method furthercomprises: allowing the player to pause the remote gaming session byentering a command via the mobile gaming device to pause the remotegaming session for a certain time; suspending the game inactivity rules,by the first gaming terminal, for the certain time so the remote gamingsession does not terminate due to game inactivity; receiving a firstsignal by the first gaming terminal indicating that the player is againusing the mobile gaming device to play the first game; re-applying thegame activity rules after the first signal is received; and terminatingthe gaming session if the player does not use the mobile gaming deviceto play the first game within the certain time.

In some embodiments, the first gaming machine generates video animationin an original format when displaying a the first game on the displayscreen, wherein the method further comprises: detecting a required videoanimation second format for the mobile gaming device which is differentfrom the original format; converting the video animation from theoriginal format to the second format for the mobile gaming device; anddisplaying the game to the player on the mobile gaming device using thesecond format.

In some embodiments, the method may further comprise collecting gameplay data corresponding to the player's real time game play; determiningone or more processing, storing or transmitting actions permitted on thecollected game play data based on user preferences and regulatoryrestrictions; and upon determining that the one or more processing,storing or transmitting actions are permitted on the collected game playdata, performing the one or more processing, storing or transmittingactions that are permitted on the collected game play data.

In some embodiments, the method may further comprise providing, on adisplay of the mobile gaming device as part of the animation, adesignated area assigned to the player as part of the first game,wherein there are additional designated areas assigned to differentplayers; receiving a signal initiated by the player that identifies theplayer as an active player in the first game; initiating the display ofan individual game in the designated area assigned to the player as partof the first game, while the remaining players have an option toconcurrently play a community game displayed on the additionaldesignated areas; concurrently displaying, on the mobile gaming deviceas part of the animation, a plurality of icons in the designated areaassigned to the player, each icon being associated with a particularwager amount, wherein the icons concurrently displayed are associatedwith a plurality of different wager amounts, and wherein at least someof the icons are associated with a hidden prize; receiving a signalidentifying a particular icon being touched; deducting the wager amountassociated with the icon touched by the player from a bank of creditsassociated with the first player; and granting any award to the playerassociated with the icon touched by the player.

In another aspect, there is provided a remote gaming system comprisingone or more processors and one or more data storage devices storing oneor more sequences of instructions which, when executed by the one ormore processors, causes the one or more processors to: establish awireless communications link between the mobile gaming device operatedby a player and the first gaming terminal to play at least a first game;receive player control signals by the first gaming terminal from themobile gaming device to initiate the first game; carry out the firstgame by the first gaming terminal, including determining a final outcomeof the first game and any award for the outcome; display game animationon the mobile gaming device conveying to the player that the first gameis presently occurring; transmit signals from the first gaming terminalto the mobile gaming device identifying the final outcome of the firstgame and the award; in the event of a communications link failurebetween the mobile gaming device and the first gaming terminal duringthe game, prior to receiving the signals by the mobile gaming deviceidentifying the final outcome of the game and the award but after thegame animation has begun, continue the game animation by the mobilegaming device during the communications link failure for a time untilthe communications link has been re-established; once the communicationlink has been re-established, transmitting the signals to the mobilegaming device identifying the final outcome of the first game and theaward, stop the game animation; and display, by the mobile gamingdevice, the final outcome of the game and the award, such that the gameperceived by the player is not interrupted during the communicationslink failure.

In a further aspect, there is provided, a computer-readable storagemedium storing one or more sequences of instructions which, whenexecuted by one or more processors, causes the one or more processors toperform a method of remote gaming, the method comprising: establishing awireless communications link between the mobile gaming device operatedby a player and the first gaming terminal to play at least a first game;receiving player control signals by the first gaming terminal from themobile gaming device to initiate the first game; carrying out the firstgame by the first gaming terminal, including determining a final outcomeof the first game and any award for the outcome; displaying gameanimation on the mobile gaming device conveying to the player that thefirst game is presently occurring; transmitting signals from the firstgaming terminal to the mobile gaming device identifying the finaloutcome of the first game and the award; in the event of acommunications link failure between the mobile gaming device and thefirst gaming terminal during the game, prior to receiving the signals bythe mobile gaming device identifying the final outcome of the game andthe award but after the game animation has begun, continuing the gameanimation by the mobile gaming device during the communications linkfailure for a time until the communications link has beenre-established; once the communication link has been re-established,transmitting the signals to the mobile gaming device identifying thefinal outcome of the first game and the award, stopping the gameanimation; and displaying, by the mobile gaming device, the finaloutcome of the game and the award, such that the game perceived by theplayer is not interrupted during the communications link failure.

In another aspect, there is provided a remote gaming method comprising:establishing a wireless communications link between the mobile gamingdevice operated by a player and the first gaming terminal that carriesout a gaming program to play at least a first game, wherein the gamingprogram comprises game inactivity rules requiring game play within amaximum allowable time to prevent a remote gaming session from beingterminated; receiving player control signals by the first gamingterminal from the mobile gaming device to initiate the first game;carrying out the first game by the first gaming terminal, includingdetermining a final outcome of the first game and any award for theoutcome; transmitting signals from the first gaming terminal to themobile gaming device identifying the final outcome of the first game andthe award; allowing the player to pause the remote gaming session byentering a command via the mobile gaming device to pause the remotegaming session for a certain time; suspending the game inactivity rules,by the first gaming terminal, for the certain time so the remote gamingsession does not terminate due to game inactivity; receiving a firstsignal by the first gaming terminal indicating that the player is againusing the mobile gaming device to play the first game; re-applying thegame activity rules after the first signal is received; and terminatingthe gaming session if the player does not use the mobile gaming deviceto play the first game within the certain time.

In some embodiments, the method may further comprise providing astationary registration terminal within a first regulated gaming venue,the registration terminal having a transceiver for communicating withthe mobile gaming device operated by the player within the firstregulated gaming venue, the registration terminal being connected in anetwork with a plurality of gaming machines including a first gamingterminal; and establishing the communication link using the registrationterminal.

In some embodiments, the method may further comprise detecting aselection by the player of a second game; carrying out the second game,including determining a final outcome of the second game and any awardfor the outcome; and transmitting signals to the mobile gaming deviceidentifying the final outcome of the second game and the award.

In some embodiments, the second game is available to be played on asecond gaming terminal carried out by a gaming program comprising gameinactivity rules requiring game play within a maximum allowable time toprevent a remote gaming session from being terminated, wherein themethod further comprises: establishing a wireless communications linkbetween the mobile gaming device and the second gaming terminal;transferring credits from the first gaming terminal to the second gamingterminal; carrying out the second game by the second gaming terminal;and transmitting signals by the second gaming terminal to the mobilegaming device identifying the final outcome of the second game and theaward.

In some embodiments, the first gaming terminal and the second gamingterminal are located in different gaming venues.

In some embodiments, the method may further comprise detecting theplayer's real time game play; based on detecting the player's real timegame play, determining a set of recommended games available to be playedon the mobile gaming device, wherein the set of recommended gamescomprises the second game; transmitting signals to the mobile gamingdevice identifying at least the second game of the set of recommendedgames.

In some embodiments, the method may further comprise applying data fromthe player's real time game play to an algorithm to determine that theplayer is a certain type of player, then selecting the set ofrecommended games based on the certain type of player.

In some embodiments, the set of recommended games is associated with agaming model of a plurality of gaming models, and wherein the methodfurther comprises: detecting a threshold amount of data for the player'sreal time game play; partitioning the data for the player's real timegame play into a plurality of game events; and determining that thegaming model corresponds to the one or more events of the plurality ofgame events.

In some embodiments, the set of recommended games is associated with agaming model of a plurality of gaming models, and wherein the methodfurther comprises: determining each of the plurality of models fromcollected game play data using cluster analysis; and associating a setof recommended games with each of the plurality of gaming models.

In some embodiments, the player's real time game play is associated withgame factors, and wherein the gaming model comprises a collection ofgame factors representing a predetermined gaming and play behavior modelof game player.

In some embodiments, the game factors comprise one or more membersselected from the grouping consisting of: game session length, playbehavior, game behavior, game language, game location, game selection,elapsed time with one game, wagering behavior, game type, game theme,wager amounts, wager denominations, play rates, typical bonus values,game brand, prize distributions, amounts of incremental wagers,frequency of wagering, for instance the presence or absence of multiplerounds of wagering in a game, the number of rounds of wagers permittedin a game, maximum wager amounts permitted, minimum wager amountspermitted, amount of wagering, elapsed time between selected events forinstance starting a new game, reaction to bonus rounds, reaction toprogressive outputs, pay table features, amount of incremental wagers,frequency of wagering, elapsed time for player reaction, amount ofwagering, elapsed time between wagers, frequency of player action, gamerules, game complexity, ability for a player to control or have aneffect on a game outcome, whether an outcome is predetermined, whetherparallel wagering is provided, average game speed, average wageramounts, average wager rate, presence or frequency of bonus rounds,presence and frequency of progressive outputs, payout percentages, winrates, win percentages, loss rates, loss percentages, use of specialfeatures, frequency of use of special features, number of lines played,total amount wagered, and type of payment received.

In some embodiments, the set of recommended games is associated with agame player type, wherein the game player type is associated with agaming model of a plurality of gaming models, and wherein the methodfurther comprises: detecting a threshold amount of data for the player'sreal time game play; determining the game player type based on analysisof the data for the player's real time game play; determining that thegaming model corresponds to the game player type.

In some embodiments, the mobile gaming device is automaticallyidentified using a Near Field Communications (NFC) protocol.

In some embodiments, the player is playing anonymously, without the useof a player tracking card.

In some embodiments, the method may further comprise periodicallycontrolling the mobile gaming device to communicate between a pluralityof transceivers in a venue; using Received Signal Strength Indicator(RSSI) level signals derived by communications with the transceivers todetermine whether the mobile gaming device is within a designated areawithin the venue; and if it is determined that the mobile gaming deviceis outside of the designated area, blocking the mobile gaming devicefrom carrying out the first game.

In some embodiments, the method may further comprise transferring gameassets to the mobile gaming device, wherein the game assets comprisegame content for the first game; if it is determined that the mobilegaming device is outside of the designated area, deleting the gameassets on the mobile gaming device.

In some embodiments, the first game comprises a wagering mode and a freemode, wherein the method further comprises: transferring game assets tothe mobile gaming device, wherein the game assets comprise game contentfor the first game; carrying out, using the game assets, the first gamein the wagering mode; if it is determined that the mobile gaming deviceis outside of the designated area, continuing to carry out, using thegame assets, the first game in the free mode.

In some embodiments, the carrying out the first game by the first gamingterminal comprises displaying game animation on the mobile gaming deviceconveying to the player that the first game is presently occurring, andwherein the method further comprises: in the event of a communicationslink failure between the mobile gaming device and the first gamingterminal during the game, prior to receiving the signals by the mobilegaming device identifying the final outcome of the game and the awardbut after the game animation has begun, continuing the game animation bythe mobile gaming device during the communications link failure for atime until the communications link has been re-established; once thecommunication link has been re-established, transmitting the signals tothe mobile gaming device identifying the final outcome of the first gameand the award, stopping the game animation; and displaying, by themobile gaming device, the final outcome of the game and the award, suchthat the game perceived by the player is not interrupted during thecommunications link failure.

In some embodiments, the first gaming machine generates video animationin an original format when displaying a the first game on the displayscreen, wherein the method further comprises: detecting a required videoanimation second format for the mobile gaming device which is differentfrom the original format; converting the video animation from theoriginal format to the second format for the mobile gaming device; anddisplaying the game to the player on the mobile gaming device using thesecond format.

In some embodiments, the method may further comprise collecting gameplay data corresponding to the player's real time game play; determiningone or more processing, storing or transmitting actions permitted on thecollected game play data based on user preferences and regulatoryrestrictions; and upon determining that the one or more processing,storing or transmitting actions are permitted on the collected game playdata, performing the one or more processing, storing or transmittingactions that are permitted on the collected game play data.

In some embodiments, the method may further comprise providing, on adisplay of the mobile gaming device, a designated area assigned to theplayer as part of the first game, wherein there are additionaldesignated areas assigned to different players; receiving a signalinitiated by the player that identifies the player as an active playerin the first game; initiating the display of an individual game in thedesignated area assigned to the player as part of the first game, whilethe remaining players have an option to concurrently play a communitygame displayed on the additional designated areas; concurrentlydisplaying, on the mobile gaming device, a plurality of icons in thedesignated area assigned to the player, each icon being associated witha particular wager amount, wherein the icons concurrently displayed areassociated with a plurality of different wager amounts, and wherein atleast some of the icons are associated with a hidden prize; receiving asignal identifying a particular icon being touched; deducting the wageramount associated with the icon touched by the player from a bank ofcredits associated with the first player; and granting any award to theplayer associated with the icon touched by the player.

In another aspect, there is provided a remote gaming system comprisingone or more processors and one or more data storage devices storing oneor more sequences of instructions which, when executed by the one ormore processors, causes the one or more processors to: establish awireless communications link between the mobile gaming device operatedby a player and the first gaming terminal that carries out a gamingprogram to play at least a first game, wherein the gaming programcomprises game inactivity rules requiring game play within a maximumallowable time to prevent a remote gaming session from being terminated;receive player control signals by the first gaming terminal from themobile gaming device to initiate the first game; carry out the firstgame by the first gaming terminal, including determining a final outcomeof the first game and any award for the outcome; transmit signals fromthe first gaming terminal to the mobile gaming device identifying thefinal outcome of the first game and the award; allow the player to pausethe remote gaming session by entering a command via the mobile gamingdevice to pause the remote gaming session for a certain time; suspendthe game inactivity rules, by the first gaming terminal, for the certaintime so the remote gaming session does not terminate due to gameinactivity; receive a first signal by the first gaming terminalindicating that the player is again using the mobile gaming device toplay the first game; re-apply the game activity rules after the firstsignal is received; and terminate the gaming session if the player doesnot use the mobile gaming device to play the first game within thecertain time.

In a further aspect, there is provided a computer-readable storagemedium storing one or more sequences of instructions which, whenexecuted by one or more processors, causes the one or more processors toperform a method of remote gaming, the method comprising: establishing awireless communications link between the mobile gaming device operatedby a player and the first gaming terminal that carries out a gamingprogram to play at least a first game, wherein the gaming programcomprises game inactivity rules requiring game play within a maximumallowable time to prevent a remote gaming session from being terminated;receiving player control signals by the first gaming terminal from themobile gaming device to initiate the first game; carrying out the firstgame by the first gaming terminal, including determining a final outcomeof the first game and any award for the outcome; transmitting signalsfrom the first gaming terminal to the mobile gaming device identifyingthe final outcome of the first game and the award; allowing the playerto pause the remote gaming session by entering a command via the mobilegaming device to pause the remote gaming session for a certain time;suspending the game inactivity rules, by the first gaming terminal, forthe certain time so the remote gaming session does not terminate due togame inactivity; receiving a first signal by the first gaming terminalindicating that the player is again using the mobile gaming device toplay the first game; re-applying the game activity rules after the firstsignal is received; and terminating the gaming session if the playerdoes not use the mobile gaming device to play the first game within thecertain time.

In a further aspect, there is provided, a remote gaming methodcomprising: establishing a wireless communications link between a mobilegaming device operated by a player and a first gaming terminal toconcurrently play one or more games, wherein the one or more gamesinvolve a plurality of players; providing, on a display of the mobilegaming device, a designated area assigned to the player, wherein thereare additional designated areas assigned to different players;generating credits for the plurality of players for concurrently playingthe one or more games; receiving a signal initiated by the player, viathe mobile gaming device, that identifies the player as an active playerin a first game of the one or more games; and initiating the display ofan individual game in the designated area assigned to the player as partof the first game, while the remaining players have an option toconcurrently play a community game displayed on the additionaldesignated areas.

In some embodiments, the method further comprises concurrentlydisplaying, on the mobile gaming device, a plurality of icons in thedesignated area assigned to the player as part of the first game, eachicon being associated with a particular wager amount, wherein the iconsconcurrently displayed are associated with a plurality of differentwager amounts, and wherein at least some of the icons are associatedwith a hidden prize; receiving a signal identifying a particular iconbeing touched via the mobile gaming device; deducting the wager amountassociated with the icon touched by the player from a bank of creditsassociated with the first player; and granting any award to the playerassociated with the icon touched by the player.

In some embodiments, the particular wager amount associated with eachicon is displayed on each icon.

In some embodiments, the particular wager amount associated with eachicon is identified by one of a color or shape of each icon.

In some embodiments, the players may play in any sequence by any playerinitiating a signal that identifies the player as an active player inone of the one or more games.

In some embodiments, the individual game comprises another communitygame.

In some embodiments, the players may participate in multiple gamesdisplayed on different portions of a display simultaneously withdifferent players.

In some embodiments, the method further comprises establishing awireless communications link between a mobile gaming device operated byanother player and the first gaming terminal to play at least one of theone or more games.

In some embodiments, the method further comprises providing a stationaryregistration terminal within a first regulated gaming venue, theregistration terminal having a transceiver for communicating with themobile gaming device, the registration terminal being connected in anetwork with a plurality of gaming machines including the first gamingterminal; establishing the wireless communication link via theregistration terminal.

In some embodiments, the method further comprises carrying out the firstgame by the first gaming terminal, including determining a final outcomeof the first game and any award for the outcome; transmitting signalsfrom the first gaming terminal to the mobile gaming device identifyingthe final outcome of the first game and the award.

In some embodiments, the method further comprises detecting a selectionby the player of a second game involving a plurality of players;carrying out the second game, including determining a final outcome ofthe second game and any award for the outcome; and transmitting signalsto the mobile gaming device identifying the final outcome of the secondgame and the award.

In some embodiments, the second game is available to be played on asecond gaming terminal, wherein the method further comprises:establishing a wireless communications link between the mobile gamingdevice and the second gaming terminal; transferring credits from thefirst gaming terminal to the second gaming terminal; carrying out thesecond game by the second gaming terminal; and transmitting signals bythe second gaming terminal to the mobile gaming device identifying thefinal outcome of the second game and the award.

In some embodiments, the first gaming terminal and the second gamingterminal are located in different gaming venues.

In some embodiments, the first gaming terminal is licensed for use in afirst gaming zone operated by a first operator, and the second gamingterminal is licensed for use in a second gaming zone operated by asecond operator, wherein the player is located in the first gaming zone.

In some embodiments, at least a portion of revenue generated by theplayer playing the second type game is provided to the second operator.

In some embodiments, the method further comprises detecting the player'sreal time game play; based on detecting the player's real time gameplay, determining a set of recommended games available to be played onthe mobile gaming device, wherein the set of recommended games comprisesthe second game; transmitting signals to the mobile gaming deviceidentifying at least the second game of the set of recommended games.

In some embodiments, the method further comprises applying data from theplayer's real time game play to an algorithm to determine that theplayer is a certain type of player, then selecting the set ofrecommended games based on the certain type of player.

In some embodiments, the set of recommended games is associated with agaming model of a plurality of gaming models, and wherein the methodfurther comprises: detecting a threshold amount of data for the player'sreal time game play; partitioning the data for the player's real timegame play into a plurality of game events; and determining that thegaming model corresponds to the one or more events of the plurality ofgame events.

In some embodiments, the set of recommended games is associated with agaming model of a plurality of gaming models, and wherein the methodfurther comprises: determining each of the plurality of models fromcollected game play data using cluster analysis; and associating a setof recommended games with each of the plurality of gaming models.

In some embodiments, the player's real time game play is associated withgame factors, and wherein the gaming model comprises a collection ofgame factors representing a predetermined gaming and play behavior modelof game player.

In some embodiments, the game factors comprise one or more membersselected from the grouping consisting of: game session length, playbehavior, game behavior, game language, game location, game selection,elapsed time with one game, wagering behavior, game type, game theme,wager amounts, wager denominations, play rates, typical bonus values,game brand, prize distributions, amounts of incremental wagers,frequency of wagering, for instance the presence or absence of multiplerounds of wagering in a game, the number of rounds of wagers permittedin a game, maximum wager amounts permitted, minimum wager amountspermitted, amount of wagering, elapsed time between selected events forinstance starting a new game, reaction to bonus rounds, reaction toprogressive outputs, pay table features, amount of incremental wagers,frequency of wagering, elapsed time for player reaction, amount ofwagering, elapsed time between wagers, frequency of player action, gamerules, game complexity, ability for a player to control or have aneffect on a game outcome, whether an outcome is predetermined, whetherparallel wagering is provided, average game speed, average wageramounts, average wager rate, presence or frequency of bonus rounds,presence and frequency of progressive outputs, payout percentages, winrates, win percentages, loss rates, loss percentages, use of specialfeatures, frequency of use of special features, number of lines played,total amount wagered, and type of payment received.

In some embodiments, the set of recommended games is associated with agame player type, wherein the game player type is associated with agaming model of a plurality of gaming models, and wherein the methodfurther comprises: detecting a threshold amount of data for the player'sreal time game play; determining the game player type based on analysisof the data for the player's real time game play determining that thegaming model corresponds to the game player type.

In some embodiments, the mobile gaming device is automaticallyidentified using a Near Field Communications (NFC) protocol.

In some embodiments, the player is playing anonymously, without the useof a player tracking card.

In some embodiments, the method further comprises periodicallycontrolling the mobile gaming device to communicate between a pluralityof transceivers in a venue; using Received Signal Strength Indicator(RSSI) level signals derived by communications with the transceivers todetermine whether the mobile gaming device is within a designated areawithin the venue; and if it is determined that the mobile gaming deviceis outside of the designated area, blocking the mobile gaming devicefrom carrying out the first game.

In some embodiments, the method further comprises transferring gameassets to the mobile gaming device, wherein the game assets comprisegame content for the first game; if it is determined that the mobilegaming device is outside of the designated area, deleting the gameassets on the mobile gaming device.

In some embodiments, the first game comprises a wagering mode and a freemode, wherein the method further comprises: transferring game assets tothe mobile gaming device, wherein the game assets comprise game contentfor the first game; carrying out, using the game assets, the first gamein the wagering mode; if it is determined that the mobile gaming deviceis outside of the designated area, continuing to carry out, using thegame assets, the first game in the free mode.

In some embodiments, the carrying out the first game by the first gamingterminal comprises displaying game animation on the mobile gaming deviceconveying to the player that the first game is presently occurring, andwherein the method further comprises: in the event of a communicationslink failure between the mobile gaming device and the first gamingterminal during the game, prior to receiving the signals by the mobilegaming device identifying the final outcome of the game and the awardbut after the game animation has begun, continuing the game animation bythe mobile gaming device during the communications link failure for atime until the communications link has been re-established; once thecommunication link has been re-established, transmitting the signals tothe mobile gaming device identifying the final outcome of the first gameand the award, stopping the game animation; and displaying, by themobile gaming device, the final outcome of the game and the award, suchthat the game perceived by the player is not interrupted during thecommunications link failure.

In some embodiments, the first gaming terminal comprises a gamingprogram to carry out the one or more games, the gaming programcomprising game inactivity rules requiring game play within a maximumallowable time to prevent a remote gaming session from being terminated,and wherein the method further comprises: allowing the player to pausethe remote gaming session by entering a command via the mobile gamingdevice to pause the remote gaming session for a certain time; suspendingthe game inactivity rules, by the first gaming terminal, for the certaintime so the remote gaming session does not terminate due to gameinactivity; receiving a first signal by the first gaming terminalindicating that the player is again using the mobile gaming device toplay the first game; re-applying the game activity rules after the firstsignal is received; and terminating the gaming session if the playerdoes not use the mobile gaming device to play the first game within thecertain time.

In some embodiments, the first gaming machine generates video animationin an original format when displaying a the first game on the displayscreen, wherein the method further comprises: detecting a required videoanimation second format for the mobile gaming device which is differentfrom the original format; converting the video animation from theoriginal format to the second format for the mobile gaming device; anddisplaying the game to the player on the mobile gaming device using thesecond format.

In some embodiments, the method further comprises collecting game playdata corresponding to the player's real time game play; determining oneor more processing, storing or transmitting actions permitted on thecollected game play data based on user preferences and regulatoryrestrictions; and upon determining that the one or more processing,storing or transmitting actions are permitted on the collected game playdata, performing the one or more processing, storing or transmittingactions that are permitted on the collected game play data.

In another aspect, there is provided a remote gaming system comprisingone or more processors and one or more data storage devices storing oneor more sequences of instructions which, when executed by the one ormore processors, causes the one or more processors to: establish awireless communications link between a mobile gaming device operated bya player and a first gaming terminal to concurrently play one or moregames, wherein the one or more games involve a plurality of players;provide, on a display of the mobile gaming device, a designated areaassigned to the player, wherein there are additional designated areasassigned to different players; generate credits for the plurality ofplayers for concurrently playing the one or more games; receive a signalinitiated by the player, via the mobile gaming device, that identifiesthe player as an active player in a first game of the one or more games;and initiate the display of an individual game in the designated areaassigned to the player as part of the first game, while the remainingplayers have an option to concurrently play a community game displayedon the additional designated areas.

In a further aspect, there is provided a computer-readable storagemedium storing one or more sequences of instructions which, whenexecuted by one or more processors, causes the one or more processors toperform a method of remote gaming, the method comprising: establishing awireless communications link between a mobile gaming device operated bya player and a first gaming terminal to concurrently play one or moregames, wherein the one or more games involve a plurality of players;providing, on a display of the mobile gaming device, a designated areaassigned to the player, wherein there are additional designated areasassigned to different players; generating credits for the plurality ofplayers for concurrently playing the one or more games; receiving asignal initiated by the player, via the mobile gaming device, thatidentifies the player as an active player in a first game of the one ormore games; and initiating the display of an individual game in thedesignated area assigned to the player as part of the first game, whilethe remaining players have an option to concurrently play a communitygame displayed on the additional designated areas.

In one aspect, remote gaming using hand-held gaming devices andoperating techniques are described herein. In one embodiment, theplayers own tablet (e.g., an Apple iPad™) may be used as the hand-heldgaming device. In other embodiments, any suitable mobile device may beused, including the players' own smartphones, personal digitalassistants, etc. A conventional tablet may be used for example.

The tablet may communicate wirelessly with a stationary gaming machineusing encrypted signals. The tablet may act as a remote user interfacefor the gaming machine, while the gaming machine conducts the gameitself and controls the player's account.

The player registers the tablet for play with a particular gamingmachine and establishes a session time, such as two hours. This may bedone by the player inserting her player tracking card into the gamingmachine and entering certain information via the gaming machine's touchscreen. A communications link between the tablet and the gaming machinemay then be established. Near Field Communication (NFC) may be used toset up the link, where a link is automatically established (according toestablished protocols) when the tablet is brought near the gamingmachine. The gaming machine may use the tablet's MAC address, serialnumber, or other hardware/software signature to uniquely identify thetablet. The player may create a bank of credits using the player'splayer tracking card, or by inserting money or a printed ticket (forcashless gaming) into the gaming machine, or by other means either atthe gaming machine or via the tablet.

In one embodiment, the gaming machine displays that the machine is inuse by a remote player and also displays the remaining session time.Prospective players may register to reserve the machine by insertingtheir player tracking card into the gaming machine and registering viathe gaming machine's touch screen. The queued player then gets a messageon her own tablet stating when the gaming machine is available. Thequeued player only needs to respond via the tablet to begin the nextsession if the player has stored credits available. In anotherembodiment, the queued player must return to the gaming machine toregister and begin the session.

The tablets may operate with any of a number of authorized gamingmachines. In one embodiment, an application may need to be downloaded tothe tablet (such as via the internet) to allow the tablet to operate inaccordance with embodiments described herein. The application may bespecific for the gaming venue or generic for multiple gaming venues.

The tablet presents a user interface touch screen display to the player.The particular display presented by the tablet to the player may beidentified by commands transmitted by the gaming machine.

In an example of the game being a video reels game, the player placesbets and starts the video reels spinning via touch screen buttons on thetablet. The tablet may include a stored spin-reels program that causesthe tablet to display the reels spinning. The spin-reels program may bedownloaded from the gaming machine or a server prior to the first gameplayed on the gaming machine being initiated. Since different gamingmachines may play different games and have different graphics, thespin-reel program may be different for each type of game and musttherefore be customized for the particular gaming machine being played.In one embodiment, only the different graphics are downloaded before agame is initiated and other functions are generic to all the gamingmachines.

The gaming machine receives the player inputs and controls all aspectsof the game. The gaming machine instantly determines the outcome of thegame (the stop positions of the reels) using a random number generatorand determines the resulting award using a pay table. The gaming machinethen transmits the outcome and award information to the tablet, and thetablet displays the reels eventually stopping at the predeterminedpositions and displays the award to the player. The length of time thereels appear to spin is irrelevant to the game. The gaming machinededucts or adds credits from/to the player's account, and such creditsare displayed to the player. The player is typically unaware that thegame outcome is determined by a random number generator prior to thereels stopping and believes that the ultimate displayed stoppedpositions of the reels determine the award paid. Therefore, theun-interrupted display of the reels spinning and stopping is veryimportant to the player.

Since the player may roam with the tablet, the tablet may occasionallybe out of the communication range of the gaming machine (or out of someother allowable range). Most of the time, the player will be activelyengaged in a game. If the communications link is broken during a game,terminating the game may be terminated and stopped. Embodimentsdescribed herein may enable the tablet to display the continuingspinning of the reels using the tablet's internal spin-reels applicationprogram and display a stored message to the player that the player mustre-enter the transmission reception area within a certain time limit(e.g., 15 seconds) to complete the game. When the player re-enters thetransmission reception area, the tablet automatically re-establishescontact with the gaming machine (pursuant to stored protocols), and thetablet receives the game outcome from the gaming machine. The tabletthen stops the reels to display the predetermined outcome. The player isunaware that the game outcome had previously been determined andbelieves that the game was just extended. This may be much moresatisfying to the player than the game being terminated due to thebroken communications link.

The link may also be broken due to interference or other issues, but thedisplay of the spinning reels continues until the link is re-establishedor the “reconnect timeout” period has lapsed.

Since the player is actively playing the game a majority of the time,there is a substantial likelihood that a disruption in thecommunications link will occur during the game rather than betweengames.

If the player does not re-enter the transmission reception area withinthe allowable “reconnect timeout” period, the playing session isterminated, and a stored message appears that the player may review theresults of the game by re-registering with the gaming machine

Another aspect of embodiments described herein relates to the gamingmachine automatically terminating the tablet's playing session after aperiod of inactivity (typically only a few minutes). Automaticallyterminating the gaming session due to inactivity is described in theWells patent in column 25, lines 25-27. However, since the registeredplaying session may be a few hours, the player should be able to beinactive for a period of time without the gaming machine terminating thesession, such as if the player needs to exit the play area for awashroom break, a smoking break, eating dinner, or go to her hotel room.Embodiments described herein may provide the player with a pause buttonon the tablet that allows the player to enter an allowable inactiveperiod without penalty. The session still expires after the registeredsession time, but the gaming machine will not terminate the sessionwithin the period of inactivity selected by the player. The selectableinactive period will typically be limited to, for example, 30 minutes tolimit the loss of revenue by the casino. However, the selectable timesmay vary by day, time of day, or based on the number of people in thecasino or waiting to play the gaming machine.

If the player does not begin playing a game on the tablet within theallowable inactivity period, and after a warning is given, the sessionwill terminate.

The player may renew the session time, if there are no other playersqueued up for the machine, allowing for unlimited play on the tablet.

The session may automatically terminate if the communications link isbroken for more than, for example, 60 seconds and the player has notresponded within 15 seconds after the communications link has beenrestored. Stored warning messages are displayed to the player.

The gaming machine may display the queue of other players who haveregistered to play the machine, either locally or via a tablet, once thesession time has run out.

When the player wishes to cash out, the player may cash out at thegaming machine and receive a printed ticket to redeem at a cashier'swindow, or the player's account may store the remaining credits, or theticket (with a bar code) may be displayed on the player's tablet. Inanother embodiment, the player may obtain the printed ticket or redeemher remaining credits at any suitable terminal. A separate printerterminal (not a gaming machine) may print out the player's coded ticketwhen the player wishes to cash out. The printer terminal may sense theproximity of the tablet using NFC and automatically determine the gamingsession code so that the player does not need to manually enter datainto the printer to cash out. The player may redeem the ticket for cashat a redemption area. The printer terminal may also be a registrationterminal for the tablet, so the player never has to physically be at thegaming machine to register for play. The communications between thetablet and the gaming machine may be via a wireless connection betweenthe registration terminal and the tablet, then the registration terminalcommunicates to the gaming machine through the casino's existingnetwork.

In another embodiment, the venue's system automatically recommends othergames and gaming machines to the player. The player may receive arecommendation on a gaming machine or remotely via the player's tablet.The player may select any recommended game via the gaming machine or thetablet. If the player selects a recommended game on another gamingmachine then the player's credits may be transferred to the new gamingmachine via the venue's network. If the player is playing remotely via aremote gaming device then a communications link to the new gamingmachine may be automatically established. In one embodiment, the sametablet may communicate with gaming machines or servers in differentvenues and the revenue is appropriately shared. Credits may even betransferred between venues.

In one embodiment, when a player uses a player tracking card, theplayer's past history of gaming may be used by the recommender algorithmto recommend games to the player. If the player does not use a playertracking card and thus plays anonymously, the recommender system detectsthe player's real time game play (e.g., game selected, bet amount, etc.)and recommends other games to the player consistent with the real timegame play. In other embodiments, recommendations may be provided toanonymous players after collecting real-time or near real-time gamingdata.

If the gaming machines displays the game in 3D (requiring stereoscopicimages to be generated), the system is capable of modifying the formatof the images to be compatible with the tablet. For example, if thetablet can only display 2D images, the original images are converted tothe format needed to be displayed by the tablet in 2D. Further, if thetablet has 3D capability, the original image format is suitably changed,if necessary, to be compatible with the tablet 3D format. Resolutionsand 3D image depth may also be modified to be optimal for the tablet.

The remaining battery power is sensed by the tablet and, if the power isbelow a threshold, the tablet software prevents the player frominitiating a new game. The remaining power may be used to cash out. Amessage is displayed to the player allowing the player to switch toanother tablet or to recharge the tablet.

In one embodiment, the tablet communicates with any type of secureterminal that carries out the game, where the terminal is notnecessarily a gaming machine in a casino or other gaming establishmentbut any terminal that can perform the required processing.

In another embodiment, the mobile gaming device may be connected to thegaming machine with a cable, either directly connected to a port of thegaming machine or via a network communicating with the gaming machine.

Any game may be presented on the tablet, including video reels, videopoker, keno, roulette, blackjack, or other games.

The tablet itself may be a commercially available, such as an iPad,Android tablet, Windows tablet, or other commercially available tablet,that is specifically configured in the claimed manner using appropriatecomputing applications, and the like. The mobile gaming device mayinstead be any other portable computing device, including smartphones,personal digital assistants, laptop computers, etc. By the players usingtheir own devices, they are familiar with their operation. Further, thecasino does not need to supply the mobile gaming devices. Therefore, theremote gaming system may be readily implemented at virtually no cost,and increased play activity will bring in added revenue to the casino.

The gaming machines with which the mobile gaming devices arecommunicating may be licensed for the venue (e.g., a casino) in theparticular jurisdiction (e.g., Nevada) in which they are operating.Since the mobile gaming device is located in the same jurisdiction, thegaming rules in that jurisdiction also apply to the remote play. Sincethe mobile gaming device performs no gaming function other than as auser interface, the mobile gaming device will typically not need aspecial license by the jurisdiction and thus the player may legallyoperate the mobile gaming device.

Since the tablet may not be licensed by the jurisdiction for gamingoutside the casino (or other venue) or other designated area, it may berequired to have an enforced boundary for the tablet. In one embodiment,a Geo-fence system is set up in the venue, which automatically detectsthat an active gaming tablet is within a designated boundary. Since thetablet may be owned by the player, the system uses the existing WiFi,Bluetooth, and Received Signal Strength Indicator (RSSI) capability ofthe tablet to determine whether the tablet is within a designated area.This test may be performed before a transmission by the tablet isauthorized for use during a gaming session. If the tablet is determinedto be within the designated area and the tablet is authenticated,communications between the tablet and the gaming terminal may thenproceed.

Various other embodiments are described herein.

BRIEF DESCRIPTION OF THE DRAWINGS

Various embodiments will now be described, by way of example only, withreference to the following drawings, in which:

FIG. 1 illustrates a gaming machine console wirelessly communicatingwith a hand-held tablet (as one example of a mobile gaming device) inaccordance with embodiments.

FIG. 2 is a block diagram showing the basic functional units in thegaming machine of FIG. 1.

FIG. 3 illustrates various functional units and program files in thetablet that may be used to carry out embodiments described herein.

FIG. 4 is a flowchart showing steps performed by the tablet and gamingmachine in the event the communications link is broken during a game.

FIG. 5 illustrates the gaming machine displaying the remaining sessiontime.

FIG. 6 illustrates the tablet having touch screen buttons allowing theplayer to pause play without the gaming machine terminating the sessiondue to a period of inactivity.

FIG. 7 is a flowchart showing steps performed by the tablet and gamingmachine to allow the player to pause play without the gaming machineterminating the session due to a period of inactivity.

FIG. 8 is a flowchart showing steps performed by the tablet and thevenue's system for allowing the player to remotely switch from onegaming machine to another.

FIG. 9 illustrates the interaction between the tablet and a printerterminal for issuing a ticket.

FIG. 10 is a flowchart showing steps performed for converting originalstereoscopic images into a format (2D or 3D) compatible with the tablet.

FIG. 11 is a flowchart showing steps performed when the tablet batterypower has fallen below a threshold so that a game is not interrupted.

FIG. 12 illustrates a remote gaming system according to someembodiments.

FIG. 13 shows the main components of the computer system that generatesthe gaming and play behavior models according to some embodiments.

FIG. 14, there is shown a flowchart of a process for generating thegaming and play behavior models according to some embodiments.

FIG. 15 depicts components of an exemplary computer system forrecommending games.

FIG. 16 illustrates a flowchart of a method for recommending games.

FIG. 17 provides an example temporal representation of the gamingsession data according to some embodiments.

FIG. 18 outlines an example construction process of clusters accordingto some embodiments.

FIG. 19 outlines the general procedure of a clustering algorithmaccording to some embodiments.

FIG. 20 shows two example clusters according to some embodiments.

FIG. 21 shows ROC Area under the Curve (AUC) graph.

FIG. 22 shows a system for transferring game assets to a mobile gamingdevice 11 for remote gaming.

FIG. 23 shows a flowchart of a method for free-play of a game on amobile device tethered to a gaming machine in accordance with someembodiments.

FIG. 24 illustrates a flowchart of a method for free-play with atournament style.

FIG. 25 shows a system for implementing distributed storage of gamingdata.

FIG. 26 shows a method for implementing distributed storage of gamingdata.

FIG. 27 shows an example gaming machine.

For simplicity and clarity of illustration, where consideredappropriate, reference numerals may be repeated among the figures toindicate corresponding or analogous elements or steps. In addition,numerous specific details are set forth in order to provide a thoroughunderstanding of the exemplary embodiments described herein. However, itwill be understood by those of ordinary skill in the art that theembodiments described herein may be practiced without these specificdetails. In other instances, well-known methods, procedures andcomponents have not been described in detail so as not to obscure theembodiments generally described herein.

DETAILED DESCRIPTION

Throughout the following discussion, numerous references will be maderegarding servers, services, interfaces, portals, platforms, or othersystems formed from computing devices. It should be appreciated that theuse of such terms is deemed to represent one or more computing deviceshaving at least one processor configured to execute softwareinstructions stored on a computer readable tangible, non-transitorymedium. For example, a server can include one or more computersoperating as a web server, database server, or other type of computerserver in a manner to fulfill described roles, responsibilities, orfunctions. One should further appreciate the disclosed computer-basedalgorithms, processes, methods, or other types of instruction sets canbe embodied as a computer program product comprising a non-transitory,tangible computer readable media storing the instructions that cause aprocessor to execute the disclosed steps. One should appreciate that theembodiments described herein may provide various technical effects suchas by modifying hardware and interfaces, connecting a computing devicesin improved and efficient ways, implementing security and privacymechanisms for transmissions, controlling devices, improving processingand data management, improving resource usage, and other exampletechnical effects as described herein.

The following discussion provides many example embodiments of theinventive subject matter. Although each embodiment represents a singlecombination of inventive elements, the inventive subject matter isconsidered to include all possible combinations of the disclosedelements. Thus if one embodiment comprises elements A, B, and C, and asecond embodiment comprises elements B and D, then the inventive subjectmatter is also considered to include other remaining combinations of A,B, C, or D, even if not explicitly disclosed.

As used herein, and unless the context dictates otherwise, the term“coupled to” is intended to include both direct coupling (in which twoelements that are coupled to each other contact each other) and indirectcoupling (in which at least one additional element is located betweenthe two elements). Therefore, the terms “coupled to” and “coupled with”are used synonymously.

The embodiments of the systems and methods described herein may beimplemented in hardware or software, or a combination of both. Theseembodiments may be implemented in computer programs executing onprogrammable computers, each computer including at least one processor,a data storage system (including volatile memory or non-volatile memoryor other data storage elements or a combination thereof), and at leastone communication interface. For example, and without limitation, thevarious programmable computers may be a server, network appliance,set-top box, embedded device, computer expansion module, personalcomputer, laptop, personal data assistant, cellular telephone,smartphone device, UMPC tablets and wireless hypermedia device or anyother computing device capable of being configured to carry out themethods described herein.

Program code is applied to input data to perform the functions describedherein and to generate output information. The output information isapplied to one or more output devices, in known fashion. In someembodiments, the communication interface may be a network communicationinterface. In embodiments in which elements are combined, thecommunication interface may be a software communication interface, suchas those for inter-process communication (IPC). In still otherembodiments, there may be a combination of communication interfacesimplemented as hardware, software, and combination thereof.

Each program may be implemented in a high level procedural or objectoriented programming or scripting language, or both, to communicate witha computer system. However, alternatively the programs may beimplemented in assembly or machine language, if desired. The languagemay be a compiled or interpreted language. Each such computer programmay be stored on a storage media or a device (e.g., ROM, magnetic disk,optical disc), readable by a general or special purpose programmablecomputer, for configuring and operating the computer when the storagemedia or device is read by the computer to perform the proceduresdescribed herein. Embodiments of the system may also be considered to beimplemented as a non-transitory computer-readable storage medium,configured with a computer program, where the storage medium soconfigured causes a computer to operate in a specific and predefinedmanner to perform the functions described herein.

Furthermore, the systems and methods of the described embodiments arecapable of being distributed in a computer program product including aphysical, non-transitory computer readable medium that bears computerusable instructions for one or more processors. The medium may beprovided in various forms, including one or more diskettes, compactdisks, tapes, chips, magnetic and electronic storage media, volatilememory, non-volatile memory and the like. Non-transitorycomputer-readable media may include all computer-readable media, withthe exception being a transitory, propagating signal. The termnon-transitory is not intended to exclude computer readable media suchas primary memory, volatile memory, RAM and so on, where the data storedthereon may only be temporarily stored. The computer useableinstructions may also be in various forms, including compiled andnon-compiled code.

FIG. 1 illustrates a simplified stationary gaming machine 10 wirelesslycommunicating with a mobile gaming device 11. The gaming machine 10 maybe licensed for use in the particular jurisdiction (e.g., Nevada) inwhich it is operated. The gaming machine 10 may instead be a server. Inthe example of FIG. 1, the mobile gaming device is a tablet 11, such asan iPad tablet. The gaming machine 10 may be played in a conventionalmanner as well as played remotely using the tablet 11.

Mobile gaming device 11 is operable by a user and may be any portable,networked (wired or wireless) computing device including a processor andmemory and suitable for facilitating communication between one or morecomputing applications of mobile gaming device 11 (e.g. a computingapplication installed on or running on the mobile gaming device 11), thegaming machine 10. A mobile gaming device 10 may be a two-waycommunication device with advanced data communication capabilitieshaving the capability to communicate with other computer systems anddevices. The mobile device may include the capability for datacommunications and may also include the capability for voicecommunications, in some example embodiments. Depending on thefunctionality provided by the mobile gaming device 11, mobile device maybe referred to as a portable electronic device, smartphone, a datamessaging device, a two-way pager, a cellular telephone with datamessaging capabilities, personal digital assistant, a wireless Internetappliance, a portable laptop computer, a tablet computer, a mediaplayer, an electronic reading device, a data communication device (withor without telephony capabilities) or a combination of these.

The gaming machine 10 in the example includes a bottom display 12 thatmay be a thin film transistor (TFT) display, a liquid crystal display(LCD), a cathode ray tube (CRT), or any other type of display. Thedisplay 12 may also be a transparent area revealing physicalmotor-driven reels. In the example shown, the main game in display 12 isthe conventional random selection of a 3×3 array of symbols, where anaward is granted based on the combination of symbols across a pay line13. The main or primary game can be any game, such as a 5 column×3 rowarray of symbols, a 5×4 array of symbols or any other size or shapearray, a video card game, or other game.

A top display 14 is a video screen, which may be similar to the display12, that displays a secondary game or a static display.

A coin slot 16 accepts coins or tokens in one or more denominations togenerate credits within the machine 10 for playing games. An input slot18 accepts various denominations of banknotes, or machine-readabletickets, or player tracking cards and may output printed tickets for usein cashless gaming. A coin tray 20 receives coins or tokens from ahopper upon a win or upon the player cashing out. Player control buttons22 include any buttons needed for the play of the particular game orgames offered by the machine 10 including, for example, a bet button, aspin reels button, a cash-out button, and any other suitable button.Buttons 22 may be replaced by a touch screen with virtual buttons.

The tablet 11 may include a touch screen 24 that displays a userinterface and generally replicates what would normally be seen on thegaming machine's display 12. When playing in the remote mode, the gamingmachine display 12 may not display the game, and the game may only bedisplayed on the tablet 11.

FIG. 2 illustrates basic circuit blocks in the gaming machine 10 ofFIG. 1. A game controller board 30 includes a processor (CPU) that runsthe gaming program (including the remote-gaming application) stored in aprogram ROM, such as a CD. The program ROM may include a pseudo-randomnumber generator program for selecting symbols and for making otherrandom selections. At least the active portion of the program is storedin a RAM on the board 30 for access by the processor. A pay table ROM onthe board 30 detects the outcome of the game and identifies awards to bepaid to the player. A bill/ticket validator 45 and coin detector 46 addcredits for playing games. A payout device 47 pays out an award to theplayer in the form of coins, a printed ticket, or a credit to theplayer's account at the end of a game or upon the player cashing out.Player control inputs 48 receive push-button inputs for playing the gameand touch screen sensor inputs for playing the game. An audio board 49sends signals to the speakers. A display controller 50 receives commandsfrom the processor and generates signals for the various displays 51.The touch screen portion of the displays 51 provides player selectionsignals to the processor.

The game controller board 30 transmits and receives signals to and froma network 56 via a communications board 58. The network 56 includesservers and other devices that monitor the linked gaming machines 10 andGM1-GM-N and provide communications between the machines 10 andGM1-GM-N.

The gaming machine may also include a wireless transceiver 60 thatcommunicates with the tablet 11 via, for example, standard WiFi orBluetooth, or other protocol based on the wireless communicationcapabilities of tablet 11. When the gaming machine 10 is operating inits remote play mode, the user interfaces of the gaming machine 10 maybe inactive, and the tablet 11 will display the appropriate userinterface and game.

FIG. 3 illustrates some pertinent functional elements in the tablet 11used for the remote play.

The tablet 11 includes at least one CPU 62 for carrying out the game andsupport functions. A memory 64 (RAM and ROM) stores the game programfiles, game play data, and other files for remote gaming. Such files maybe downloaded from a website or server, for example. The user interfacefiles 66 for carrying out the game, the display message files 68, thereel spin routine files 69, user preferences 77 and final result controlfiles 70 are shown separately but are stored in the memory 64. Thedisplay messages files 68 contains messages that are displayedautomatically if the communications link between the tablet and gamingmachine is broken, as well as contains other messages. User preferences77 may store attributes about the user such as gender, location,registration number, user identifier, address, phone number, occupation,credit score, game preferences, privacy preferences, and so on.

The touch screen display 72 displays the game and user interface. Adisplay processor 74 receives high level instructions from the bus 76and generates pixel control signals for the touch screen display 70.

A transceiver 78 (e.g. WiFi and/or Bluetooth transceiver, or otherprotocol) generates and receives wireless signals for communicating withthe transceiver 60 in the gaming machine 10. A decoder 80 (e.g., amodulator/demodulator) converts received signals to digital (baseband)signals and converts signals to be transmitted to the appropriate formatsignals. The decoder 80, in combination with the CPU 62, carries out therequired protocols for establishing the communications link, performingencryption/decryption, etc.

A communications link detector 80 detects that the communications linkbetween the tablet 11 and the gaming machine 10 has been broken, such asby the player moving out of the play area, interference, etc.

A game play collector 75 detects game play on tablet 11 and collects rawgame play data in real-time or near-real time for provision torecommendation system, as will be described herein. The memory 64 mayalso contain historical game play data files, or a reference or index tohistorical game play data files stored on an external server. Thehistorical game play data may also be used by recommendation system.Preference data stored as user preferences may also be used byrecommendation system. The recommendation system is operable torecommend available games and gaming machines 10 to tablet 11 based oncollected game play data, and other data.

Mobile Gaming Device Carrying Out Uninterrupted Game DespiteCommunications Link Disruption

FIG. 4 is a flowchart showing various steps for carrying out certainprocesses in accordance with embodiments described herein.

Initially, the player downloads the remote gaming application, such asfrom a website, and inserts her playing tracking card into the selectedgaming machine to identify 10 the player and the player's account (step84).

In step 86, a communications link is then created between the tablet andthe particular gaming machine. No casino operator involvement is neededand no customized tablet is needed. The player may use her own personaltablet. The gaming machine has a button or touch screen icon that theplayer presses to initiate the registration process. An NFC techniquemay instead be used to initiate the registration process. The gamingmachine then may display the set-up instructions to the player.

In one embodiment, the gaming machine contains a wireless transceiver(e.g., a WiFi transceiver) and uses a protocol that detects theproximity of the tablet's WiFi signal, by detecting signal strength, andautomatically establishes a communications link with the tablet. Theprogram downloaded to the tablet contains the communications set-upprogram. This is a type of NFC technique. Appropriate handshaking isperformed to establish the link The tablet's MAC address (or otherunique hardware or software code) may be used to identify the tablet andis linked to the player's account.

In another embodiment, the player sets up the communication link byentering the gaming machine's unique ID code displayed by the gamingmachine.

In another embodiment, the casino (or other gaming establishment) has acentral WiFi system identifier that is displayed on the player's tablet,and the player selects that WiFi system and enters the gaming machinecode for setting up a communications link with the gaming machine. Thetablet then wirelessly communicates with a central server in the casino,which then communicates with the addressed gaming machine via thecasino's network.

Once the communications link is set up between the tablet and the gamingmachine, the player establishes a session time (step 88). A menu ofallowable session times may be presented to the player, and the playerselects one of the times, such as 30 minutes. The sessions may berenewed a certain number of times.

In step 90, the player establishes credits in the gaming machine byusing the player's account, depositing cash, inserting a printed ticket,or other means. The player may then roam within the allowable rangewhile playing the game in a manner that is similar to the way the playerwould play if seated at the gaming machine.

In step 92, the gaming machine, pursuant to the machine's internalgaming program, then transmits instructions to the tablet to display theremaining session time, the user interface for the game, and the gameitself. In some scenarios, the player may choose a game from a menu ofgames. It is presumed that a video reels game will be played.

In step 94, the player uses the touch screen of the tablet to bet andbegin the reel spin. The player inputs are transmitted to the gamingmachine.

In step 96, a stored program in the tablet (reel spin routine files 69in FIG. 3) causes the tablet to display the reels spinning, which may bea generic animation of blurred symbols moving down vertically tosimulate actual reels spinning. The gaming machine may command theanimation to be initiated or the tablet may automatically initiate theanimation after the spin-reel button is pressed. The spin-reels programmay be downloaded from the gaming machine or a server after thecommunications link is set up and prior to the first game played on thegaming machine being initiated. The spin-reel program may be differentfor each type of game and may therefore have to be customized for theparticular gaming machine being played. In one embodiment, only thedifferent graphics are downloaded by the gaming machine before a game isinitiated and other functions are generic to all the gaming machines.Such generic functions may be part of the generic gaming programinitially downloaded to the tablet.

In step 98, the gaming machine then predetermines the outcome of thereel spin using a pseudo-random number generator and a look-up table toidentify the required stop positions of the reels. The gaming machinealso determines the resulting award using a pay table in the ROM. Thereel spin outcome and award are then transmitted to the tablet.

During all steps, the gaming machine continually senses whether thecommunications link is still up by, for example, receiving periodicsignals from the tablet or receiving acknowledgements from the tabletthat a command has been received. The communications link may be brokenby the player moving out of the allowable range, interference, or othercause. All playing data is stored in the gaming machine and/or centralserver, so no information is lost in the event of a communications linkfailure. However, losing the communications link during the game, ratherthan between games, is particularly problematic since the player hasalready placed a bet and started the reels spinning. If game isterminated upon a communications link failure and the tablet animationis stopped, the player may then have to determine the outcome of thegame by accessing the internal memory files in the gaming machine. Thisis disconcerting to the player. To overcome this drawback, embodimentsdescribed herein may perform the following routine upon thecommunications link being interrupted during a game.

In step 100, if the communications link is still up, the final gameoutcome is transmitted by the gaming machine along with the awardamount, and the information is received by the tablet (step 102). Thetablet then displays the reels stopping at the final stop positionsidentified by the gaming machine. The tablet's internal program is usedto animate the stopping of the reels at the predetermined stoppingpositions.

In step 104, the tablet displays the award amount determined by thegaming machine

If the communications link is broken in step 100 (such as due to theplayer roaming beyond the allowable range) between the time the playerpressed the spin-reels button and the time that the gaming machinetransmitted the final game outcome, the internal program in the tablet(part of the reel spin routine files 69 in FIG. 3) causes the animatedreels to keep spinning, so the player believes the game is stilloccurring (step 106). The tablet also displays a stored message tellingthe player to return to the play area within a certain time, such as 5seconds.

In step 108, the gaming machine re-transmits the final outcome and awardand, assuming the player has re-entered the allowable range within theallowable “reconnect timeout” period (step 110), the tablet receives thefinal result and stops the reels at their final positions (step 102).Thus, the player perceives the continuous spinning of the reels as justan extended game rather than an interruption in the game.

If the player does not re-enter the playing range within the allowable“reconnect timeout” period (step 110), the gaming machine suspends thegame play (step 112). The player must now re-establish the session atthe gaming machine to complete the game. The game may then be completedby a re-spinning of the reels and stopping of the reels at thepredetermined stopping positions.

Geo-Fence for Determining if Tablet within an Authorize Area

In one embodiment, the allowable range for play on the mobile device(e.g., a tablet or smartphone) is referred to as a Geo-fence, and theGeo-fence application program is downloaded to the mobile device, suchas via the internet. In one embodiment of a Geo-fence system, the mobiledevice sends and receives signals to and from WiFi transceiversdistributed around a designated area in the licensed venue. The WiFitransceivers transmit signals, including Received Signal StrengthIndication (RSSI) data, which are received by the mobile device andprocessed by the mobile device. The processed signals encode thedevice's location relative to the transmitters. The mobile device thentransmits the processed signals using the device's WiFi system, and aserver determines whether the mobile device is within the designatedarea. A classification algorithm is used together with the RSSI data toaccurately determine whether the mobile device is in or outside thegaming venue boundary with much higher precision than GPS, IP basedlocation, Cell site or WiFi triangulation methods. In one embodiment,the server is networked to all the gaming machines and may control thegaming machines. If the mobile device is transported outside of theGeo-fence and the player does not re-enter the Geo-fence within a giventime in response to a displayed warning message, the gaming machine iscontrolled to terminate the session. A Geo-fence system for a mobilegaming device is disclosed in provisional patent application 61/757,488,filed on Jan. 28, 2013, incorporated herein by reference. Mobilecomputing devices may be configured with the capability to run theGeo-fence application. The tablet's internal GPS capability may be usedinstead of, or in conjunction with, the Geo-fence, but GPS may be lessaccurate than the Geo-fence.

Temporarily moving outside of the Geo-fence does not necessarily cause acommunications link failure since there may be adequate signal strengthoutside the area.

More details of a suitable novel and inventive Geo-fence are presentedherein.

Since the tablet may not be licensed by the jurisdiction for gamingoutside the casino (or other licensed venue) or other designated area,it may be required to have an enforced boundary for the tablet. Thetablet may be blocked from carrying out a game if it is detected thatthe tablet is outside the designated area.

In one embodiment, a Geo-fence system is set up in the venue, whereinWiFi transceivers are distributed around the designated area. Bluetoothtransceivers or other beacons may also be distributed for addedaccuracy, security and reliability. The venue may initially createmodels by moving mobile devices, such as different models of tablets,smartphone, etc., around the designated area, including along the borderareas, while conducting communications between the mobile device and thevarious WiFi transceivers. During this “calibration” phase, the mobiledevices may transmit Received Signal Strength Indicator (RSSI) signals(or processed RSSI data) to the venue's system that is stored and usedto create the models, or the mobile devices create the models themselvesusing the RSSI information. The models identify sets of data that areconsistent with various types of mobile devices being within thedesignated area. The models are stored in the venue's system. Mobiledevices may be equipped with an RSSI system that detects and identifiesthe received signal's power. In one embodiment, there may be up to 256levels designated by the mobile device.

During a gaming session with the player's own tablet or smartphone, atest to determine the location of the mobile device is periodicallyperformed, such as prior to a game being commenced, where the mobiledevice receives signals from the various WiFi transceivers (or othertypes of transceivers), and the WiFi transceivers are identified with acode. The mobile gaming application, which has been previouslydownloaded to the mobile device, controls the mobile device to transmitthe various RSSI levels, each RSSI level being associated with a WiFitransceiver using the transceiver's code, to the venue's Geo-fencesystem. By detecting the various RSSI levels associated with each of theWiFi transceivers, then performing a classification algorithm on theselevels to identify a position or other data set for the mobile devicewith respect to the WiFi transceivers, and then comparing thelocation/data set to the models previously created by the venue for theplayer's particular mobile device, the Geo-fence system is able todetermine whether the mobile device is within or outside of thedesignated area. In another embodiment, the mobile device itselfprocesses the RSSI data and the processed information is transmitted tothe Geo-fence system for comparison to the models.

In another embodiment, the mobile device also stores the models, anddetermines whether it is within the designated area. Suitable algorithmsmay be implemented without undue experimentation. A similar test usingBluetooth or other protocols may also be performed for added accuracy(smaller area) security and reliability.

If the mobile device is determined to be within the designated area andthe mobile device is authenticated, communications between the mobiledevice and the gaming terminal may then proceed. Authentication maysimply require the mobile device to transmit a unique code identifyingthe device or the playing session and matching the code to a previouslystored code in the venue's system. In one embodiment, the code is abarcode initially scanned or otherwise received by the mobile device atthe beginning of a playing session.

In another embodiment, the mobile application may require the mobiledevice to transmit an identifying signal at a certain power level, andthe different RSSI levels detected at the various WiFi transceiverlocations are used to identify the position of the mobile device todetermine whether the mobile device is within the designated area.

Although the Geo-fence system described above is believed novel andinventive, other location systems may also be used for other inventiveembodiments. GPS may not be suitable due to signal attenuation by thevenue and the lack of accuracy.

Remote Gaming Method Allowing Temporary Inactivation without TerminatingPlaying Session Due to Game Inactivity

FIG. 5 illustrates the gaming machine 10 displaying that the machine isbeing played remotely and shows the time left in the remote session.Players may use the touch screen of the gaming machine to establish aqueue to play the machine after the current session. The waiting playersmay be notified via their tablets when the gaming machine is freed up.

Tablet communications may be continuously monitored to determine if theremote player is actively playing. If there is no activity within a fewminutes, the session may be terminated. However, this may not give theplayer an opportunity to briefly suspend play for reasons such as awashroom break, a smoking break, a dinner break, or briefly going to theplayer's hotel room.

FIGS. 6 and 7 are directed to a feature that allows the player to pausethe game a certain number of times during the session without thesession terminating for inactivity.

FIG. 6 illustrates that the tablet 11 may display a pause game icon 120and, optionally, a time-set icon 122. Touching the pause game icon 120may give the player, for example, a 5, 10, or 15 minute period ofallowable inactivity without the session being terminated. During thistime, the tablet may be taken out of the allowable area without anypenalty. When the player re-enters the allowable area and sends acommunication to the gaming machine 10, the session will commence. Thisfeature is further explained with reference to the flowchart of FIG. 7.

In step 140, the remote game program rules require that the periodbetween games (i.e., game inactivity) does not exceed a maximum time orelse the tablet will be commanded to display a warning message to theplayer to resume play. If the warning is not heeded, the session will beterminated.

In steps 142 and 144, the player, at any time, may touch a pause gameicon on the tablet to suspend the game-inactivity-rules for a certainperiod of time, such as 5-15 minutes. The pause time may be selected bythe player or fixed. The allowable pause time may change depending onthe day, time of day, queued players waiting to play the gaming machine,etc.

In step 146, the tablet is now inactive (or locked) and the gameinactivity rules enforced by the gaming machine are temporarilysuspended. The pause does not extend the allowable session time.

In step 148, the player touches an unlock icon to resume play. Thetablet sends a signal to the gaming machine that the tablet is nowunlocked. The game inactivity rules are again applied. The player may beallowed a maximum number of pauses per session.

In step 150, if the player does not unlock the tablet within theallowable inactivity period, the session is terminated, the player iscashed out, and the next player in the queue may play the gamingmachine.

Cashing out the player may be by crediting the player's account, or byprinting a ticket by the gaming machine or other terminal, or bydisplaying a ticket on the player's tablet. A barcode on the ticket maybe scanned at a redemption station to verify it and determine theamount. The verification code must match the player's tracking card codefor the ticket to be redeemed.

Although a gaming machine has been used as the secure terminal thatperforms all the gaming functions, a terminal or server that cannot bedirectly played by a player may also be used.

Any game may be presented on the tablet, including video reels, videopoker, keno, roulette, blackjack, or other games.

Remote Gaming Using Player's Own Mobile Device in Conjunction with aGaming Terminal

The tablet itself may be a commercially available tablet configured withmobile gaming application to couple with gaming terminal. The mobilegaming device may be any other portable computing device, includingsmartphones, personal digital assistants, laptop computers, etc. Theplayers may use their own mobile device or other unsecure mobile deviceas the gaming device after the player has downloaded the application forthe remote gaming program into their device memory (e.g. data storagedevice). The application may be available on-site or via the Internet,such as from a commercially available application store such as theApple, BlackBerry, or Google App Store. The communications link betweenthe gaming machine and mobile gaming device may be established by usingthe device's unique serial number, MAC address, or other hardwaresignature. It may be common for the player to leave the venue ortransmission reception area while carrying their mobile gaming device.The encrypted communications may be by Bluetooth, WiFi, or othersupported method.

By the players using their own devices, they are familiar with theiroperation. Further, the casino does not need to supply the mobile gamingdevices. Therefore, the remote gaming system may be readily implementedat virtually no cost, and increased play activity will bring in addedrevenue to the casino.

Embodiments described herein also apply to tablets and other mobiledevices where the screen is a foldable screen having two sections, whereone section of the screen is used for the game display and the othersection of the screen is used for advertisements or as a user interfaceor for a bonus game.

The gaming machines with which the mobile gaming devices arecommunicating are licensed for the venue (e.g., a casino or videolottery terminal (VLT) establishment) in the particular jurisdiction(e.g., Nevada) in which they are operating. Since the mobile gamingdevice is located in the same jurisdiction, the gaming rules in thatjurisdiction also apply to the remote play. For example, the rules for aparticular jurisdiction may limit the number of gaming machines,including customized remote gaming devices. Since the mobile gamingdevice perform a user interface function, the mobile gaming device maynot be classified as a gaming device and may need a special license bythe jurisdiction. Thus the player may legally operate the mobile gamingdevice without it being licensed.

In one embodiment, a central server may also wirelessly communicate withthe player's mobile gaming device, such as through the existingcommunications link already set up between the mobile gaming device andthe gaming machine, or through a communications link set up between themobile gaming device and the central server. The player may set up thegeneral communications link with the central server by viewing availableWiFi networks and selecting the particular network.

The mobile gaming device may even wirelessly connect from within alicensed gaming zone (e.g., a casino), via the internet and/or thecasino's WiFi network, to a gaming machine that is located in anotherlicensed gaming zone (e.g., another casino). This allows a player toplay in a gaming zone of choice or convenience without causing eithercasino to exceed a regulated limit on the total number of authorizedgaming machines in the casino. Therefore, the number of active playersin a particular casino may exceed the physical number of gaming machinesin that casino. Further the player may access games not available in thegaming zone where the player is located. The revenue in such case may beshareable using an agreed upon formula that involves two or more partiessuch as two casino owners or two VLT establishments/VLT operators. Thecasinos' respective networks keep track of all the transactions ongaming machines located in the casino and identify the particulartablets as well as the payouts for each tablet. If the player is locatedin one casino and remotely playing a gaming machine that is located inanother casino, the player may still cash out in the local casino, sincethe payout may be tracked to the proper gaming machine and casino forfee sharing purposes. All the gaming machines are assumed to be linkedvia a network to one or more central servers in the gaming establishmentor VLT operator establishment. The various casino networks may shareinformation via the internet or by other channels.

An additional advantage of the mobile gaming device is that the playermay walk to a casino staffer or kiosk for any help with the game ratherthan wait at a gaming terminal for a staffer to help.

Remote Gaming Method where Venue's System Recommends Different Games toRemote Player Using a Mobile Gaming Device

FIG. 8 is a flowchart illustrating another feature of the remote playingsystem relating to remotely switching gaming machines.

In step 160, the player remotely plays a first type of game on a firstgaming machine, as described above. The first game, which may be a videoreels type game, will typically have a certain theme and bonus game.

In step 162, a central server may advise the player on other gamesoffered by available gaming machines that may be played remotely and thelocations of such gaming machines. The central server may recommendcertain games and machines based on the player current live game dataplay, or based on other criteria. Further details of the recommendationprocess will be described herein. For example, central server maycollect a pre-recommendation threshold amount of data prior torecommended other games. That is, central server may collect a minimumamount of data in order to make a recommendation. When the minimumamount of data (e.g. pre-recommendation threshold amount) has not beencollected then the central server may make recommendations based ondefault configurations. The defaults configurations may be based on thelocation of the mobile device 10, selected game, and so on.

If the player has not used a player tracking card to play remotely, theplayer is anonymous, there may be no stored history of the player'sgaming patterns in the casino's network, on central server, or on athird party server. In such a case, the server monitors (in real time ornear real time) the anonymous player's current game factors, gamefeatures or gaming habits for the current session, such as the type ofgame being played, the frequency of play, and the betting amounts. Theseare examples only and other game factors will be described herein. Basedon this game play data, the server may identify the player as a certaintype of player and accesses a look-up table or an algorithm is performedto identify other gaming machines and games that are consistent with theplayer's current gaming pattern. Details of the recommendation processwill be described herein. Such recommendations are then transmitted tothe player. If the player has used her player tracking card, then theplayer's stored past gaming history (e.g. historical game play data) mayalso be used by the server to recommend other gaming machines and gamesto the player. The mobile gaming device's own GPS navigation system maybe used to find the gaming machines, or another type of navigationsystem may be used. In some example, the player may be required tophysically go to the new gaming machine to set up a playing session.

In some embodiments, the player may be playing a game on gaming machine10 and may receive recommendations for additional games based on gameplay data, as described herein.

In step 164, the player may select one of the suggested or recommendedgames, offered by a second gaming machine 10, by touching a “select”icon on the tablet (or other mobile gaming device). The player mayotherwise select a suggested game offered by a second gaming machine,such as via the first gaming machine 10 the player was originallyplaying on.

In step 166, after the player selects a suggested or recommended gameoffered by a second gaming machine 10 at 164, the player's credits areautomatically transferred from the first gaming machine to the secondgaming machine, so that the player does not have to redeem any creditticket from the first gaming machine. In some embodiments, a ticket orother transfer mechanism may be used to transfer credits between gamemachines. Further, for remote gaming, the communications link to thesecond gaming machine may be automatically set up without the playerhaving to physically register at the second gaming machine, since thecommunications link information is already known by the central server.The central server keeps track of the player's gaming history via theplayer's tracking card ID and data transferred from the networked gamingmachines.

In another example of transferring credits, the remote player may notuse a player tracking card and is, therefore; anonymous. The mobilegaming device may be linked to the first gaming machine at time T1 andthe player may wish to switch to an available second gaming machine(based on the recommendation, for example), since the game the playerwants to play may not be available on the first gaming machine. When theplayer selects to play the second gaming machine using the mobile gamingdevice, her credentials and registration of her mobile gaming devicethat were used to play the first gaming machine may be automaticallymigrated to the second gaming machine, such as through the casino'snetwork or via wireless communications between the gaming machines andthe mobile gaming device. The first gaming machine may then be unlocked(available) and the second gaming machine will be linked to the mobilegaming device. The migration may take place only if the player hadenough stored credits in the first gaming machine to play the secondgaming machine.

If the player had used her player tracking card to register with thefirst gaming machine and has an account with the gaming venue, themigration takes place without the need to check the credit balance onthe first gaming machine.

In step 168, the player then remotely plays the second gaming machine.

In another embodiment, the player selects a recommended game, and theselected game may be downloaded via the network to the gaming machinethe player is already playing. Therefore, no transfer of credits isrequired. After the player is finished with the session, the gamingmachine automatically reverts back to the original game for the nextplayer.

Additional details regarding analyzing a player's gaming preferences andsuggesting games to the player may be found in U.S. application Ser.Nos. 13/387,780 and 13/387,790, both entitled Automated Discovery ofGaming Preferences, by Bharat Gadher et al., incorporated herein byreference and claiming the benefit of U.S. Provisional PatentApplication Ser. No. 61/586,547. The present recommendation system mayuse the systems and methods described in that application for example.

In some venues, different gaming machines are owned by differententities. In the event that the player switches to different machinesowned by different entities, a software program run by a server or thegaming machines determines the fees to be paid to each entity.

In one scenario, some games (and gaming machines) recommended by theserver may not even be located in the same venue (e.g., casino) as theone in which the player is currently located. In such a case, the playermay still select that game and play the game remotely. The local venue'snetwork acts as an intermediary between the remote venue's network andthe player's tablet. The various venues' networks may communicate viathe internet or other system. A fee sharing agreement between venues mayapply to the remote play. Therefore, if a casino is very crowded and theplayer's favorite gaming machines are being used, the player mayremotely play a similar game or the same type gaming machine in anothercasino without leaving the first casino. Therefore, both casino'sbenefit from embodiments described herein, creating synergy.

Remote Gaming System Using Separate Terminal to Set Up Remote Play witha Gaming Terminal

In one embodiment, as shown in FIG. 9, the gaming venue (e.g., a casino)provides a dedicated printer terminal 172 for the player to cash out andobtain a printed ticket 174 with a barcode encoding the player andmonetary value. The player may enter a session ID into the terminal 172via a touchscreen 176 or keypad, or the information may be entered viathe tablet 11 to identify the player, session, or gaming machine. Inanother embodiment, a Near Field Communications (NFC) link isautomatically established between the terminal 172 and the tablet 11when the tablet 11 is brought near the terminal 172. The requiredinformation may then be automatically transferred between the deviceswithout the player being required to manually enter any data into theprinter terminal 172. NFC is a standardized protocol, and both devicesmay be programmed with the NFC protocol. The tablet's WiFi or Bluetoothtransceiver will typically be utilized, and the terminal 172 has asimilar capability. The terminal 172 then detects the credits via thevenue's network 178 (coupled to the gaming machines 180) and generatesthe printed ticket 174 for the player. The player may then redeem theticket 174 for cash at the venue's ticket redemption area.

Additionally, the terminal 172 may also serve as a registration terminalfor setting up the link between the tablet 11 and any gaming machineconnected to the network 178. Therefore, the player does not have tophysically go to the gaming machine to set up the link. In oneembodiment, the terminal 172 displays icons for each type of gameoffered. The player touches the desired icon, and the terminal 172 setsup the communications link between the tablet 11 and the gaming machineproviding the game. Credits may be generated using a player trackingcard and a casino account, or the player may deposit cash into theterminal 172. In one embodiment, the wireless communication is betweenthe tablet 11 and the selected gaming machine. In another embodiment,the wireless communication is between the tablet 11 and the terminal172, where the terminal 172 communicates with the selected gamingmachine via the casino's existing network 178.

Additionally, the terminal 172 may also allow the player to remotelyplay games supported by other licensed venues, where the differentvenues' networks communicate with each other via the internet or othercommunications system. All the networks can ultimately communicate withany gaming machine (and the terminal 172) connected to a network. Theterminal 172 may display an assortment of games, some of which are notavailable in the local venue but which are available in other licensedvenues. The player may select any of the games. If the player plays agame that is supported by a different venue, a fee sharing agreementbetween venues may determine how to allocate any revenue. Therefore, ifa player wants to play a certain game but all the associated gamingmachines in the local venue are being used, the player may remotely playthe game on a gaming machine located in a separate casino. Thiseffectively increases the number of gaming machines in the casino. Thusthere is synergy since both casinos profit. The terminal 172 may act asa communications hub for the tablet (e.g., using WiFi signals) oranother communications method may be used.

The terminal 172 may also allow a player to play games anonymously, suchas for example, without requiring registration of personal information.The player may be assigned a unique identifier, or other identificationprocess, that enables terminal 172 to track the anonymous player's gameplay. This may include tracking the anonymous player's credits, forcash-out and transfer between gaming machines, while still allowing theplayer to play anonymously. Accordingly, a player can remain anonymousand still can be awarded credits, which will be associated with anindirect identifier, for example.

In a remote multiplayer context (e.g. multiple players playing a gametogether via mobile gaming devices 11), as described herein, theterminal 172 may associate each mobile game device 11 with one or moreregulated locations. The terminal 172 is operable to dynamicallyconstruct a multiplayer gaming network between two or more mobile gamingdevices 11 over one or more regulated locations. The terminal 172 maygenerate an audit log and track the location of mobile gaming device 11to be able to show that during the multi-player session each of theplayers was in regulated location during all of the time that they werepart of the multi-player gaming session. This may provide be an audittrail for regulatory purposes. Geo-fencing, as described herein, may beused to track and monitor the location of players. That is, geo-fencingmay be used to determine if a mobile gaming device 11 is inside oroutside regulated area. The terminal may also be used to implementmaximum number of player limits for a multi-player game.

The terminal 172 may also provide a gaming session manager. The gamesession manager may continuously monitor and validate the location ofparticipating players (e.g. the location of the associated mobile gamingdevice 11). If one or more of the players ceases to be in a regulatedlocation, then the session manager terminate the player's ability tocontinue participating in the session. If there are only two playersthen the whole multi-player gaming session is terminated, as only oneplayer would remain active in the session. In some embodiments, eachlocation may have a gaming session manager to monitor and validateplayers for that location. The terminal 172 may coordinate the transferof credits between gaming machines 10, locations 10, venues, players,and the like. In a multi-player session, the players may join thesession using a gaming machine 10, a mobile gaming device 11, or acombination thereof.

The terminal 172 may implement continuity of service and theuninterrupted communication link functionality as described herein.

Terminals 172 may be at one or more networked locations/venues. Eachterminal 172 may create and provide communication links to mobile gamingdevices 11 and machines 10, to enable remote gaming between mobilegaming devices 11 and gaming machines 10. Players can play at gamingmachine 10 or on mobile gaming device 11. Terminal 172 is operable totransfer credits between gaming machines 10 and mobile gaming devices11.

Remote Gaming System Allowing Adjustment of Original 3D Images for aMobile Gaming Device

FIG. 10 identifies certain steps used when the gaming machine generatesstereoscopic images for 3D viewing.

Video gaming formats may display the game on the gaming machine screenin 3D (step 190). A standardized video format may be adopted for gamingmachines. Such 3D viewing may require a special lenticular lens on thescreen so that the player sees a slightly different image with each eye.The screen contains narrow linear lenses extending in the verticaldirection, where lenses that direct one image to the right eye areinterposed between lenses that direct another image to the left eye. Theimage generated by the screen is a composite of two different offsetimages: one to be perceived by the right eye (behind one set of thelenses) and one to be perceived by the left eye (behind the other set oflenses). The two images are stereoscopic and are perceived by the viewer(at the correct distance) as a single 3D image. Such 3D image generationis well known. Other gaming machines may require the player to wearspecial glasses, whether they be polarized, or colored, or electricallysynchronized with the display.

Some tablets 11 do not have the lenticular lens screen and are unable todisplay the 3D image. Therefore, such tablets must only display a 2Dimage. Even a tablet that has a lenticular lens may still display a 2Dimage if the two offset images are identical. Some tablets 11 or othermobile gaming devices 11 may display a 3D image but in a differentformat than the gaming machine 10. For illustrative purposes 3D tabletsare provided by Qualcomm and GADMEI, as non-limiting examples. A tabletthat has a lenticular lens may only be able to display 3D images in aparticular format for that tablet.

Therefore, when transmitting the 3D video display information by thegaming machine to a standard tablet (or other off-the-shelf mobiledevice), problems arise since the tablet may not be configured todisplay an image that can be viewed by the player in 3D. Further, thevideo formats for the server or the gaming machine may be different fromthe format used by the tablet to display video.

In step 192 of FIG. 10, to solve such problems related to 3D video ifthe tablet does not have 3D capability, the server or gaming machineconverts the original 3D video format into a standard 2-D format thatcan be processed by off-the shelf mobile gaming devices (tablets,smartphones, etc.). Alternatively, the remote gaming program downloadedinto the mobile gaming device includes one or more programs forconverting the original 3D video format into the appropriate 2D videostream for the mobile gaming device. The mobile gaming device may nothave the computing power to convert the formats in real time, however.If such is the case, the server or gaming machine detects the type ofmobile gaming device used (based on specifications transmitted by themobile gaming device) and, based on that information, determines thatthe server or gaming machine processor is required to convert the 3Dvideo format into the appropriate 2D format and transmit the 2D formatto the mobile gaming device.

In other embodiments, the gaming machine 10 or central server storesdifferent 3D versions or formats of the same game. As noted, mobilegaming device 11 may include a 3D display that may display 3D imageswith or without glasses. The gaming machine 10 or central server mayreceive configuration data from the mobile gaming device 11 to determinea particular format optimized, compatible, or preferable for the mobilegaming device 11 from the available versions or formats of the game.That is, gaming machine 10 or central server detects configurations forthe mobile gaming device 11 and provides the appropriate 3D version. Thegaming machine 10 or central server may include a library of devicelimitations and requirements to determine the appropriate 3D version.Accordingly, gaming machine 10 or central server provides a versionoptimized for the capabilities and requirements of the mobile gamingdevice 11 from the available versions of the game.

Some mobile gaming devices may be able to display a 3D video image tothe player in a special format. For example, the tablet may have alenticular lens overlying the screen. The tablet's required 3D videoformat may be identified to the server or gaming machine, and theconversion into the compatible format may be performed by the server orgaming machine. In some cases, the formats will be the same and noconversion needs to take place.

In one embodiment, when the mobile gaming device connects to the gamingmachine, the mobile gaming device's downloaded software controls thedevice to send a message to the server or gaming machine describing whattype of 3D display it supports, if any, and what format it requires. Theserver or gaming machine then determines whether the mobile device isfast enough to do the work of the conversion on its own or if the serveror gaming machine is required to convert the image for transmission.

Once the determination has been made, the server or gaming machineeither converts the images and transmits them to the mobile device orsends the original images to the mobile gaming device to be converted tothe required format.

In some systems, the mobile gaming device generates the video signalsinternally based on a locally stored graphic program and does notreceive real-time video signals from the server or gaming machine. Inthat case, the mobile gaming device just receives high level commandsfrom the server or gaming machine to display a stored user interfacefollowed by displaying the running of the stored game routine, the finalresult, and any award. The server or gaming machine may initially uploadthe required displays and routines to the mobile device prior to thefirst game commencing. Therefore, what the remote player sees may bedifferent from what a player would see if playing at the gaming machinein a conventional manner. In this situation, the mobile device mightstill require some format conversion of the original display informationfor displaying in 2D or 3D. This work could be done by either the mobilegaming device or the server/gaming machine, depending on thecapabilities of the mobile gaming device. Like the situation presentedbefore, the server/gaming machine may ask the mobile gaming device whatformat it supports and determine if it is required to do any neededconversions.

In some embodiments, the player may need to use special glasses forviewing the 3D image, or a temporary lens overlay may be provided by thevenue.

Further details regarding conversion of 3D formats between differentdevices (not for gaming) include US Publication 2011/0032329,incorporated herein by reference.

Generally, the gaming machine 10 screen is much larger than the tablet11 screen. The lens and 3D images on the gaming machines are optimizedfor a particular viewing distance. Typically, the remote player will becloser to the tablet screen than the typical viewing distance of thegaming machine screen. Accordingly, if the original stereoscopic imageswere displayed on the tablet 11, the resulting image would not be anaccurate representation. In one embodiment (step 194 of FIG. 10), thetablet's software includes a provision for the player to select aviewing distance (which directly corresponds to the player selecting animage's depth). The image processing adjusts the image to be optimallydisplayed to the player at the desired viewing distance. The optimalviewing distance is affected by the lens system used and the distancebetween the player's left and right eyes. In an example, the tablet 11displays a “viewing distance” menu and the player selects the desiredviewing distance by selecting an appropriate icon, or the tabletsoftware automatically determines the optimal viewing distance. Thisparameter is then used to adjust the original stereoscopic images to beoptimized for the tablet. The adjustment may be performed by the tabletor by the gaming machine/server.

Processing 3D images and videos requires more processing power than for2D images (which translates to more battery usage). In one embodiment,the mobile device checks its available battery power or battery life andadjusts the 3D processing, such as by switching to a 2D display, orinforms the player and gives the player the option to continue in 3D orswitch to 2D. If the player selects to switch to 2D, the gaming machinemay be commanded by the tablet to start sending only 2D images. Anotheroption is to communicate the available power in the tablet to the gamingmachine, and the gaming machine will send a message to the playeridentifying the optimal display format and automatically make theadjustment.

These embodiments apply to multiview 3D as well as to other formats of3D. Multiview Video Coding (MVC) is a video compression standard thatenables efficient encoding of sequences captured simultaneously frommultiple cameras using a single video stream. MVC is intended forencoding stereoscopic (two-view) video.

FIG. 11 is a flowchart identifying various steps used when the tablet'sbattery power is low. It is important that the player is warned wellahead of time if the tablet's battery power is running out. Theapplication (on the mobile gaming device) will detect the tablet'savailable power (step 198) and alert the player of the playing timeremaining so that the player may exit the application in the proper way.Tablets may already include a battery level monitor. If the playercontinues to play after the warning, it is important that theapplication forces the termination of play between games rather thanduring a game. The term “during a game” refers to the time between theplayer initiating a game and the time that the player is informed of theoutcome. Accordingly, the application determines when the battery lifeis below a threshold (e.g., 5 minutes) and prevents the playerinitiating a new game (step 200). The remaining battery life should besufficient for the player to cash out at a terminal or at the gamingmachine. When the battery power is low, to allow the player to keepplaying the same gaming machine without having to again reserve thegaming machine, the application displays a message offering the playerthe option of switching to another mobile gaming device (step 202). Ifthe player accepts, a sequence of steps involving the player, the gamingmachine, and the network is carried out, similar to steps alreadydescribed, to switch the player to another mobile gaming device withinthe same playing session.

Multi-Player Gaming Using Mobile Gaming Devices

A group of players entering a gaming establishment together may like toplay a social, tournament, community, or progressive game. Suchmulti-player games conventionally require the players to sit in front ofdifferent linked gaming machines. The group of players would thereforebe separated. By using the tablets, the players may sit together arounda gaming table, at the bar, or in a specific area. The game could beplayed within an area designated by the tablet. The area may have alarge overhead screen that displays social, tournament, community, orprogressive elements of linked gaming such as a leader board,progressive meters, social/community/bonusing, etc. The various tabletswould wirelessly communicate via the associated linked gaming machine,the local host, or through cellular communications to the central systemhosted in the data center. The central server, or one of the gamingmachines acting as a server, may accumulate the data for the commondisplay. If the primary communication is lost, then the game cancontinue temporarily with local buffering in the tablets or a backupcommunications method can be used, such as cellular, WiFi, Bluetooth,etc. The central bank (a memory) for the players' credits could be onthe site server and the ability to continue playing when there is acommunication break would be very useful.

A group of players in a casino could use their mobile devices toconstruct a network to play a multiplayer game. A central server (e.g.terminal 172) may manage network creation, discovery of players andgames, joining a multi-player game, and players leaving network. Thismay apply to real-time multiplayer games.

This multi-player gaming can employ various combinations of tetheringaspects and recommendation aspects in regulated gaming venues detailedherein.

Example Systems and Methods for Recommending Different Games

Further embodiments for recommending different games to players, such asat step 162 of FIG. 8 will be described herein. The recommendations maybe provided to a remote player using a mobile gaming device. Therecommendations may also be provided via a gaming machine or othermechanism in some example embodiments.

FIG. 12 illustrates a gaming system 210 for providing recommendations ofsuitable games for a player according to some embodiments. The gamingsystem 210 may be used for remote gaming where the player access agaming machine 10 via a mobile gaming device 11 as described herein.

The computer system may operate anonymously, for instance, where thegame player is unidentified or unrecognized by the gaming system.Alternatively, the game player may be identified to the gaming system,for instance through a game player account, a responsible gamingaccount, a social network account, or other suitable indicia ofidentification.

In one embodiment, player game session data is used by gaming system 210to build a gaming and play behavior model that represents differentaspects such as play, game and wagering behavior. As used herein, gamingand play behavior is represented data related to any one or more of aplurality of different game features. Game features may include, forinstance: game session length; wager denominations, play rates (numberof games played per time segment), typical bonus values, and otherfeatures as described below. For example, the model could include acluster of games that are suited to players that like to play games fora shorter time with large amounts of money wagered. Another clusterincludes games that are more suitable for players that like to play forlonger times with smaller amounts of money. In one embodiment, when aplayer begins to play a game, data related to the player's game playingbehavior is detected in real-time from a mobile gaming device 11 orgaming machine 10, and the detected data is analyzed. Based on theanalysis of this data, the player can be classified, in real time, intoone of the existing clusters. Once classified, the games associated themost relevant cluster are suggested to the player via a mobile gamingdevice 11, or gaming machine 10, for example.

The data analysis allows the gaming computer system 210 to create atleast one game player type. In one embodiment, the game player type isan association or collection of one or more game factors. The gameplayer type may be associated with a cluster or model, where the modelmay be collection of one or more game factors This association orcollection may represent a particular model of playing behavior. Forinstance, the data analysis may show that certain players prefer gamesthat are quickly resolved (from start to finish) and have small wageramounts. Data suggesting this trend could be used to create a gameplayer type or model based on this trend. In one embodiment, the gameplayer type or model is a collection of data including an identifierthat allows the computer system to identify the collection of data, and,optionally, that the data provides a game player type or model. The gameplayer type or model may also include data which indicates the gamefactors defining the particular features of the games to be affiliatedwith the game player type. These features may be identified in theaffirmative, for instance as features that should or are preferablypresent in the games to be affiliated with the game player type.Alternatively, or additionally, some features may be identified in thenegative, for instance features that should not be or are preferably notpresent in the games to be affiliated with the game player type.

A central system 212 may establish a wireless connection with mobilegaming device 11, gaming machine 10, or both to collect game play dataand provide recommended games. The central system 212 includes a gamingserver 214 and a recommendation server 216. The central system 212 maybe coupled to a network 218. The mobile gaming device 11 and gamingmachine 10 may also be coupled to the network 218. The network 218 mayinclude a social media network or other suitable network such as a WANor LAN. The network 218 may include wireless capabilities to connect toone or more of mobile gaming device 11, gaming machine 10, and centralsystem 212. Game play data may be collected from the gaming machines 10or mobile gaming devices 11 and sent through the network 218infrastructure back to the central system 212. The gaming machines 10may be wired or wireless mobile gaming devices in any type of gamingsetting, for instance dedicated electronic gaming machines as arecommonly found in casinos and other venues.

FIG. 13 shows the main components of the computer system 220 thatgenerates the gaming and play behavior models 222, including apreprocessor 224, a game session delimiter 226, an event partitioner228, a filterer 230, a clusterer 232, and a game classifier 234. Thesystem 220 may be provided with access to two data storage devices, agames database 238 and a game play data database 236. The game play datadatabase 236, may include raw historical transaction records collectedfrom gaming machines 10 and mobile gaming devices 11 during pastsessions and real time or near real time data collected from gamingmachines 10 and mobile gaming devices 11 during current game sessions.In one embodiment, the data for the historical transaction records maybe stored in the form of journal files and includes historical raw playdata. In particular, the raw historical transaction records may includedata related to player wagering and other real-time game playcharacteristics including game selection; amounts of incremental wagers;wagering frequency; elapsed time; reaction to bonus rounds; reaction toprogressive output as well as others. The games database 40 includesinformation on game titles available to players along with game data andfeatures such as themes, denominations, characteristics, etc. The gametitles may be associated with gaming machines 10, venues, locations, andthe like to determine whether the game titles are available to themobile gaming device 11 based on its location. Game characteristics thatmay be stored in the games database 40 may include average game speed;average wager amounts; average wager rate; presence and frequency ofbonus rounds; presence and frequency of progressive outputs; odds ofwinning; prize distributions, and others.

The computer system 220 performs a training process to generate thegaming and play behavior model 222 using a game play data database 236.This training may use a temporal representation of the gaming sessiondata within the game play data database 236. A gaming session may bepartitioned into session events. The session events may be of equal sizeor length. The size or length may be based on a number of game actions.For example, each session event may include 12 actions. The size orlength may also be based on a period of time. For example, each sessionevent may include data for be a predetermined time period. This mayenable comparisons between sessions events for cluster analysis despitethe corresponding gaming sessions having differing and varying lengthsof time or number of game actions. That is, computer system 220partitions or chunks gaming session data into session events of equalsize or length. The gaming session data for an individual session may berepresented as a data structure that appends many consecutive sessionevents to create records of gaming behavior over time. The time of anindividual session will vary depending on the number of appended sessionevents.

FIG. 17 provides an example temporal representation of the gamingsession data. In this exemplary process, the game play data ispre-processed (by preprocessor 224) and partitioned into differentindividual gaming sessions 290 a, 290 b (by game session delimiter 226).In this embodiment, each gaming session 290 represents a continuous gameplay, meaning a series of games that were played in a generallyuninterrupted fashion. Alternately, each session might represent aparticular time period of game play, for instance 15 minutes, 30minutes, an hour, or another suitable time period. In anotheralternative, each session may represent a particular number of rounds ofa game, for instance 5, 10, 20 or another suitable number of rounds of agame. A gaming session 290 may be represented by data structure thatappends many consecutive session events (or windows) to create recordsof gaming behavior over time

The session events 292 may be represented using a window style or othergraphical approach which includes a variety of different “game features”(y-axis, f0 . . . fn). In one embodiment, data for 28 different gamefeatures is tracked for each gaming session. Exemplary game featuresinclude: game session length, play behavior, game behavior, gamelanguage, game location, game selection, elapsed time with one game,wagering behavior, game type, game theme, wager amounts, wagerdenominations, play rates, typical bonus values, game brand, prizedistributions, amounts of incremental wagers, frequency of wagering, forinstance the presence or absence of multiple rounds of wagering in agame, the number of rounds of wagers permitted in a game, maximum wageramounts permitted, minimum wager amounts permitted, amount of wagering,elapsed time between selected events for instance starting a new game,reaction to bonus rounds, reaction to progressive outputs, pay tablefeatures, amount of incremental wagers, frequency of wagering, elapsedtime for player reaction, amount of wagering, elapsed time betweenwagers, frequency of player action, game rules, game complexity, abilityfor a player to control or have an effect on a game outcome, whether anoutcome is predetermined, whether parallel wagering is provided, averagegame speed, average wager amounts, average wager rate, presence orfrequency of bonus rounds, presence and frequency of progressiveoutputs, payout percentages, win rates, win percentages, loss rates,loss percentages, use of special features, frequency of use of specialfeatures, number of lines played, total amount wagered, and type ofpayment received.

The x-axis represents time in the gaming session. The game features maybe organized into session events or time windows w0, w1 showing theoccurrence of the game features over time. The occurrence of gamefeatures may be referred to as a game actions and may be used topartition individual gaming sessions in game events. Collectively therepresentation of the data allows for analysis and detection of “playpatterns” through the data and through the various sessions. The size ofthe events is adjustable and defines a minimum number of incidents oractions necessary to categorize behavior. For instance, in oneembodiment, the event size may be set to, for instance, 12 play actions,so that whenever there are 12 play actions in an game event the gamefeatures may be used as part of the characterization of the game playbehavior. This representation has several advantages; 1) Capturesbehavior as temporal patterns of the play features; 2) Variations insession length are not a factor (so long as sessions meet the minimumlength) as the sessions are partitioned into game events. 3) Game titlescan be introduced to map player behavior into game preferences.

Referring now to FIG. 14, there is shown a flowchart of a process 240for generating the gaming and play behavior models 222 of FIG. 13.

At 242, the preprocessor 224 is operable to clean and sort data. Thegame play data 236 may be collected in a format that is not intended forcluster analysis. For example, the game play data 236 may be in a formatsuitable to communication and exchange between gaming machines 10,mobile gaming devices 11, or a combination thereof. The preprocessor 224may filter out extraneous data points and fill in missing data points.For example, timestamp data points may include milliseconds which maynot be required for the cluster analysis. The preprocessor 224 mayfilter out the milliseconds. As another example, the game title may beanother data point but it may be in a format suitable for processing bythe gaming machine 10 but not for cluster analysis. The preprocessor 224may modify game title and break apart sub data points to construct agame title suitable for cluster analysis. The preprocessor 224 isfurther operable to sort the mass amounts of game play data 236 bygaming machine 10 identifier, timestamp, game title, venue, and thelike. Preprocessing the data may involve any one or more of thefollowing subtasks; noise reduction or removal, identification andremoval of outlying data entries, and resolving inconsistencies in thedata. Preprocessing may also refer to taking data in a raw or uncleanedstate or form and converting the data into a form that is better suitedfor a mining or modeling task. For instance, preprocessing may includeprocessing or removal of extraneous or unnecessary data such as metadata, tags, or empty fields.

At 244, the game session delimiter 226 is operable to delimit multiplegaming sessions from the game play data 236 into individual sessions.The game session delimiter 226 partitions the game play data 236 intoindividual sessions using heuristics and rules. For example, thepartitioning may be based on machine identifier, time stamps, time outs,cash in actions, and so on. A gaming session is a sequence of gameactions over time. An individual session may include multiple games, ora single game. An individual session is associated with a player. Theplayer may be anonymous or known to system 220. An anonymous player maybe identified based on a machine identifier associated with the mobiledevice 11. The machine identifier may be used to connect sessionsinvolving the anonymous player. The machine identifier may act as athread between games and gaming machines 10.

At 246, event partitioner 228 is operable to partition the individualgaming sessions into session events. This may also be referred to asapplying a tap delay line to session events. A tap delay line, window orsession event may comprise a set of game actions (spins, bets, outcomes,etc.) that take place consecutively over time. Each window or sessionevent forms a record that the clustering algorithm can accept torecommend games. As noted above, each session may include an equalnumber of actions. The event partitioner 228 generates a data structureby appending consecutive session events to create a record of thesession over time. The clustering algorithm is applied to the sessionevents. If an individual gaming session does not partition equally intosession events then the extra actions may be excluded or discarded fromthe cluster analysis. For example, if there are 38 actions in anindividual session and each session event includes 12 actions then theremaining 2 actions may be discarded or excluded.

At 248, filterer 230 is operable to filter outlier game play data pointsof session events from prototypical game play data points of sessionevents. The cluster algorithm may only be interested in typical behaviorand not bizarre or atypical behavior.

At 250, clusterer 232 is operable to apply a cluster algorithm tofiltered session events to generate clusters or models 22 based on theanalyzed game play data. A set of clusters may be a set of centroidsthat represent the most typical play patterns. The clustering approachis designed to be a flexible tool, that scale and needs no choice ofnumber of centroids a priori. As described herein, a cluster or model iscollection of game features. A cluster may also be associated with agame player type, as described herein.

Clusterer 232 is a software application or computer program componentused to perform a statistical data analysis. In one embodiment, theclusterer 232 is configured to perform a cluster analysis, for instanceto group session events into different clusters. Additionally, theclusterer 232 may be configured to analyze the session events andidentify the different clusters based on this analysis, before groupingthe data into the different clusters. Any suitable clustering algorithmmay be used for performing the statistical data analysis and groupingthe data into appropriate clusters to form a cluster model. Preferably,a scalable clustering approach that allows for a selection of the numberof clusters and support for automatic game feature (also referred to asgame factors herein) selection is used. In one embodiment, a clustermodel is developed automatically using clustering techniques operativefor handling and working with large datasets. Preferably the dataanalysis techniques support streaming (i.e., where the cluster model isupdated as new data supports development or modification to theclusters, for instance based on drift in the underlying game play dataand behavioral concepts). As used herein, the cluster model includes theidentification of different clusters as well as the features relied onto distinguish these clusters.

In one embodiment a two stage hierarchical training process is employed.The clusterer 232 generates a gaming and behavior models 222. The models22 includes a number of clusters where each cluster represents a set ofgame features. Suitable game features are described throughout thisdisclosure. Groups of clusters may be assembled and assigned toparticular gaming trends or behaviors. For instance, a group of clustersmay be assembled to identify game players that prefer short games withrelatively low wagers. Another group may be assembled for game playersthat prefer games with multiple rounds of betting or larger wageramounts.

As an alternative to or in addition to clustering, the statisticalanalysis may employ other data analytic techniques such as factor orregression analysis.

At 252, game classifier 234 is operable to associate clusters with gametitles of games database 238. Each game title may be associated with aset of game features. Game classifier 234 is operable to map the set ofgame features for a game title to the clusters or models (which are inturn a collection of game features) to associated a set of games witheach cluster or model. The game titles may be associated with gamingmachines 10, venues and locations. This may enable of further filteringor processing to provide recommended games that are available tospecific mobile game devices 11.

An anonymous recommendation may be possible using the session events asonly a small amount of collected real time game play data (e.g. a singlesession event, or a few session events) is required to start therecommendation process. As cluster analysis is built using sessionevents once a session event is collected it can be used to determine theclosest cluster or model to start recommending games to the player. Asadditional session events are collected the recommendations may berefined as different clusters may be closer models of the player'sgaming behavior. The data representation append many consecutive sessionevents to create records of what happens over time. A large database ofthe data representations are used to determine cluster models. Bylooking at which games are typically played ‘near’ each centroid thesystem then knows what to recommend as an unseen player progressesthrough time.

A detailed example implementation of parts of the method 240 (FIG. 14)for generating the gaming and play behavior models 222 will be describedherein. This is a non-limiting example for illustrative purposes.

A Symbiotic Evolutionary Subspace Clustering Algorithm (ESC) may be usedas means for multi-objective optimization. ESC is based on amulti-objective algorithm which searches for optimal trade-off solutionswithin the two or more objectives, rather than convertingmulti-objectives problem to a single objective problem as done in moretraditional methods. In the case of ESC, a two-population model may beused to generate candidate cluster solutions from a pool of subspacecluster centroids. The subspace cluster centroids may be generated in apre-processing stage, whereby the game play data input is broken down to1-dimensional attribute files (e.g. game features or game factors), eachof which fed into a clustering algorithm and the resultant 1-dimensionalattribute-by-attribute centroids are then outputted to a grid that formsthe basis for the subspace cluster centroids.

The second stage involves the construction of subspace cluster centroids(SCC) that may be representative of the attributes (e.g. game featuresor game factors) and 1-d clusters in the grid. A typical SCC wouldrandomly sample a 1-d centroid from the grid's attributes, thus would becomposed of two main entries, a centroid index corresponding to theindex of the 1-dimensional centroid in the grid and it's matchingattribute index. The combination of the SCC representations are whatforms the final Candidate Clustering Solutions (CCS), which in turn areevaluated based on the multi-objective evolutionary algorithm. FIG. 18outlines an example construction process of single SCC and CCS.

The solutions that “dominate” the dominated solutions will be ranked atthe top, and those with the best combinations of subspace clustercentroids will be considered as the final clustering solution(s) for thealgorithm. FIG. 19 outlines the general procedure of the ESC algorithm.

The ESC Algorithm, in example implementations, can take up to 4different objectives for its multi-objective evaluations: Connectivity,Compactness, Cluster Count, and Attribute count. Compactness refers tocluttered, densely packed clusters. The higher the compactness score acluster has, the more points are packed inside and vice versa.

${{Com}({CS})} = {\sum\limits_{i = 1}^{q}\; {\sum\limits_{j = 1}^{{SCC}_{i}}\; {{dis}\left( {x_{j},{SCC}_{i}} \right)}}}$

In Connectivity, the distances between all points are evaluated andweights are given to the subspace clusters that assign more neighboringpoints within the same subspace cluster.

The remaining two objectives, Attribute & Cluster count, may not be asaccurate as the aforementioned compactness and connectivity but providean efficient way of accounting for the difference between compactnessand connectivity. Cluster Count is the measure of how many clusters doesa given candidate solution has. The less clusters a given solution has,the better. Similarly, Attribute count accounts for the number ofattributes used in a given candidate solution, with a minimizingpreference. Attribute count, as we will demonstrate later, has noeffective use for our work, as we need to utilize all attributes.

ESC has been designed and tested for datasets with large attributes,however the dimensionality and scalability of the algorithm isunaccounted for. The largest dataset used had a large number ofattributes (3814) but relatively low number of entries (100). ESC may bemodified to take inputs larger than 2 million entries.

Furthermore, ESC does not take the whole attribute space whenconstructing SSCs, as its original primary objective was to retain theoptimal solution with the lowest number of possible attributes. Thus,the resultant SCCs were variant in sizes and inconclusive of the wholeattribute set. This is not-feasible for datasets that have non-reducibleattributes; therefore, ESC was modified to have all SCCs set to aconstant size and include centroids from each single attribute.

Removing variable-sized SCCs meant that we have to modify the mutationoperator of the ESC algorithm. In the original implementation, mutationoccurs in both the SCC and CCS levels. In the CCS level, a new SCC linkcan be added or replace an existing link within a single CandidateSolution, or an existing link can be removed all together. In theSCC-level, an attribute can be added, removed or a centroid of singleattribute be replaced of another centroid from within the sameattribute's 1-d centroids. Since the SSC have constant sizes and accountfor all attributes, attribute-manipulation within the mutation processis not practical. Thus we limit the mutation operator to switchattribute centroids during each call.

In terms of objectives used, Connectivity and Cluster Count are the mostcomputationally efficient. Attribute Count is not useful when allattributes are used and the scope of the algorithm no longer becomesoptimal attribute number in a given solution. Compactness produces thebest results out of all possible objectives, however, due to thecomputational resources and time consumed, it is not suited for handlingextremely large dataset; more so when it's O(n²).

While modifications to ESC enable processing data ofhigh-dimensionality, there remains a problem of efficiently scaling thealgorithm without compromising efficiency or speed. A data filteringprocedure may eliminate unnecessary data overhead. Eliminating pointsthat are redundant or insignificant in position (outliers) can greatlyreduce the size of the dataset fed to the clustering algorithm withoutcompromising the quality of the results. Nearest-neighbor basedcalculations can classify points into outliers (“untypical points”) andprototypes (“significantly typical points”). The three major measuresoutlined by the paper are as follows:

Kappa: The distances between point x and its nearest k neighbor, definedas:

K(x)=∥x−z _(k)(x)∥

Gamma: The sum of all distances between the nearest k points and xdivided by k; defined as:

${\Gamma (x)} = {\frac{1}{k}{\sum\limits_{j = 1}^{k}\; {{x - {z_{j}(x)}}}}}$

Delta: The length of mean of distances between x and its nearest kneighbors.

${A(x)} = {{\frac{1}{k}{\sum\limits_{j = 1}^{k}\; \left( {x - {z_{j}(x)}} \right)}}}$

Taking the weighted average, defined below, of all three measures givesa threshold to identify outliers and prototypes. The weights can bechanged to reflect the significant of specific measures, or the weightsmay be equally distributed.

${{Average}(x)} = \frac{{K(x)} + {\Gamma (x)} + {\Delta (x)}}{3}$

FIG. 20 shows two example clusters of Gaussian-distributed points wherethe average of the 3 measures have been applied. Prototypes with acut-off threshold of 0.2 are displayed in “black” while outliers withdistances ranging from 0.2-0.4 are in “red”. Outliers in “blue” arefurther away as those belong in the 0.4-0.6 range, while thosehighlighted in “cyan” and “yellow” are furthest away (belong in0.6-0.8 &0.8<ranges respectively).

An example key to the filtering method is computing the appropriatevalue of k (number of points in consideration) and the cut-off thresholdthat separates outliers from prototypes. Percentile distribution ofcalculated distances between points of given radius k is used as ameasurement to separate both classes. Thus our initial step involvesrunning a random sample of a given dataset with a range of k values,over a range of cut-off thresholds. Once the distances between allpoints have been calculated, each point is evaluated using the threeaforementioned measures on a given value of k. The next step involvesseparating all entries into outliers and prototypes based on the sum ofthe three measures. In other words, if the sum of the three measures isless than a given cut-off threshold, the entry would be classified as aprototype or else treated as an outlier. The points are then fed toconfusion matrix, which in turn uses cluster memberships generated by astandard clustering algorithm to evaluate True Positives, TrueNegatives, False Positives and False Positives. If a given set has morethan 2 clusters, a single cluster is chosen as a prototypes cluster,then based on that classification, a True Positive is scored when anentry is correctly identified as belonging to that cluster. A FalsePositive is scored when an entry is falsely identified as a prototype.Likewise, a True Negative is scored when an entry is correctlyidentified as an outlier and a False Negative is scored when an entry isfalsely identified as an outlier. As an example, ROC Area Under theCurve (AUC) may be used for final evaluation, where the True Positiveand False Positive Rates may be calculated as such:

${{True}\mspace{14mu} {Positive}\mspace{14mu} {rate}\mspace{14mu} \left( {T\; {Prate}} \right)} = \frac{TP}{{TP} + {FN}}$${{False}\mspace{14mu} {Positive}\mspace{14mu} {rate}\mspace{14mu} \left( {F\; {Prate}} \right)} = \frac{FP}{{FP} + {TN}}$

This process may be repeated for all cut-off threshold values, afterthen the calculated TPrate & FPrate are then fed to a AUC graph such asthe one shown in FIG. 21.

Most datasets have more than 2 clusters in most cases, ROC graphs may begenerated for each given cluster through the same process detailedherein. The AUC gives an indication of the classification performance ofa given k value. An AUC value of 0.5 or below indicates a failedclassification, while graphs with areas above 0.5 are those taken inconsideration. An area of 1.0 is considered “perfect”, thus the higherthe AUC area is, the more favorable is its k-value. With clusters morethan 2, the ROC AUC may be generated for each, then take the mean of allcluster areas for final consideration, before repeating the same processfor the rest values of k. The best k-value is that with the highest meanROC AUC value.

The following example pseudo-code may describe the full process of thisstage:

Read input from file // Calculate Distances between all points For (i =0; I < number of records ? 1; i++)  For (z = 0; z < number of records ?1; z++)   For (j = 0; j < number of attributes; j++)    CalculateEuclidean Distance between records[i][j] & [z][j] For ( k = 1 to k = 50) //Calculate Kappa, Delta & Gamma  For ( i = 0; i < number of records;i++)   Sort Distances vector for given i   Get nearest k points to i  Calculate Kappa, Gamma, Delta and Average   Lowerlimit = LowestNumeric Distance   Upperlimit = Greatest Numeric Distance   For ( j = 0;j < 20); j++) // increment in 5%    Threshold = (lowerlimit + j*(upperlimit−lowerlimit/20))    If ( given record < threshold)     Storein Prototypes Array    Else     Store in Outliers Array   // EvaluateClassifications   ConfusionMatrix(Prototypes, Outliers,Clustermemberships)   Repeat for the next values of k

Once the ideal value of k is retrieved, the whole dataset is passedthrough the second stage of the filtering algorithm, where the datasetis separated into prototypes & outliers. The initial part of the secondstage is similar to that of the first stage's, where the same Euclideandistances and consequent measures calculations are executed, howeverthis time, applied on all dataset entries and using the calculated kvalue from the previous stage. The Euclidean distances between a givenentry i and the rest of the entries are calculated then sorted inascending order with the nearest k points taken into consideration forthe three measures calculations. The final measurement, the weightedaverage of Kappa, Gamma and Delta is then compared with the cut-offthreshold for file output. Any entry that has an average lower than thethreshold is outputted into the prototypes file, otherwise to theoutliers file. For datasets of large dimension space, processing them ina single run may be unfeasible; this is when breaking such sets intosmaller blocks for separate processing can induce a huge speed increase.The following pseudo code describes the second stage:

ReadInputFromFile( ); for (int i =0; i < Number_of_records ; i++) { Calculate Euclidean Distance between all records and record[i] Sort_All_Distances_of_given_record[i] ( );  for ( int j = 0; j <kradius + 1; j++)  {   gammatemp = gammatemp + sorted_distances[j];  deltatemp = deltatemp + powf(sorted_distances[j],2.0);   kappatemp =sorted_distances[j];  }  float gamma = gammatemp/kradius;  float delta =sqrt(deltatemp/kradius);  float average = (gamma + delta + kappatemp)/3; if (average < threshold)   Output record[i] into prototypes file  else  Output record[i] into outliers file }

FIG. 15 depicts components of an exemplary computer system 260 forrecommending games. FIG. 16 illustrates a flowchart of a method 280 forrecommending games.

In this embodiment, at 282, a game play collector 262 collects real timeor near real time data related to actions taken by a player during gameplay. Game play collector 262 may real time or near real time data frommobile gaming device 11 or gaming machine 10. This data may includevarious game features or game factors, where suitable game features aredescribed throughout this disclosure. The data may also relate to theplayer. The game play collector 262 may collect a pre-recommendationthreshold amount of game play data which may be the minimum amount ofgame play data that may be required by system 260 in order to providerecommendations. For example, game play collector 262 may collect dataequivalent to one or more session events. A session event may be anumber of game actions, such as 5 game actions for example. Apre-recommendation threshold may specify that the collected game playdata must include at least 5 actions before a recommendation may bemade. If the pre-recommendation threshold has not be collected thendefault configurations may be used to make recommendations, such as thelocation of the mobile gaming device 11, the location of the gamingmachine 10, the type of gaming machine 10, the current game being playedthat the collected game data relates to, and so on. For example, thelocation may be used to suggest or recommend the most popular games forthat location. Game play collector 262 may collect additional attributesabout the game play and the player such as the location of the mobilegaming device 11, the location of the gaming machine 10, the type ofgaming machine 10, the current game being played that the collected gamedata relates to, gaming machine 10 identifier, mobile gaming device 11identifier, available credits, and the like.

In one embodiment, the player may identify themselves using a playeraction card, or other identification such as a username and password. Inother embodiments, the player may be anonymous. Game play collector 262may collect player data and game play data from the moment a playerinserts a player card or begins a wagering game, for instance byinserting a wager, or pressing a start button or otherwise providing anindication of a player's desire to play a wagering game. In certainembodiments, the player data comes directly from the mobile gamingdevice 11. In other embodiments, the player data comes directly from thegaming machine 10. The computer system 262 may be configured to collectdata for a predetermined or preset length of time or amount, which timeperiod may be adjustable by the game operator.

Preprocessor 264 may be programmed to perform a preprocessing step,involving cleaning the data collected by game play collector 262.Cleaning the data may involve any one or more of the following subtasks:noise reduction or removal, identification and removal of outlying dataentries, and resolving inconsistencies in the data. Cleaning may alsorefer to taking data in a raw or uncleaned state or form and convertingthe data into a form that is better suited for a mining or modelingtask. For instance, cleaning may include processing or removal ofextraneous or unnecessary data such as meta data, tags, or empty fields.Preprocessor 264 may also be configured to filter the data from the gameplay collector 262. In this context, filtering refers to a specificapproach to feature extraction where redundancies (i.e., attributescarrying less information) are eliminated by a function or rankingprocess. Other techniques for data manipulation may also be used or theymay be used in the alternative, for instance wrapper, embedded andsearch based models of data management and manipulation. Thepreprocessing and feature extracting step may be performed separately,in sequence or in parallel, or they may be performed together.

At 284, event partitioner 266 is operable to partition collected gameplay data into session events. That is, event partitioner 266 partitionsthe stream of game play data into equal chunks corresponding to sessionevents. Session events may include a set number of player actions or maybe for a pre-defined time period. A threshold amount of game play datamay be required to be collected prior to event partitioner 266partitioning into session events. For example, game play data equivalentto at least one session event may be required.

In one embodiment, in a pre-defined time period, for instance a timeperiod beginning from the start of game play, or after the collectedgame play data corresponds to at least one session event, at 286, theplayer classifier 268 finds the nearest model centroid, or cluster. Theplayer classifier 268 begins to attempt to match the player's sessiongaming behavior with one or more specific clusters of game content thathave previously been identified by the model building steps, describedherein (those steps involved in cluster model generation or othersuitable analysis). The result of this matching are used to determinewhich of the one or more previously identified clusters of game contentare most closely matched with the player and game wagering behaviordefined by the sampled game play data.

In one embodiment, each previously identified cluster of game content ismatched to at least one unique game player type. In this way, the playermay be assigned one of several game player types. The matching anddetermination of a game player type may be determined by a playerclassifier 268 in a classifying or determining step where the gameplayer is classified into a game player type.

In another embodiment, a player may provide and the computer system mayreceive a selection of a game to play from the game player. Thisselection may be used in the determination of the at least one gameplayer type or cluster.

In another embodiment, a player may provide or the computer system mayreceive (either from the player or otherwise) geographical data relatedto the location of the game. This geographical data may be provided bythe game operator. This geographical data may be used in thedetermination of the at least one game player type or cluster.

In another embodiment, a player may provide or the computer system mayreceive (either from the player or otherwise) data related to thelanguage of the game. This language data may be provided by the gameoperator or a game itself. This language data may be used in thedetermination of the at least one game player type or cluster. Othergame features may also be collected and used to determine at least onegame player type or cluster.

After or responsive to the determination of a game player type ornearest centroid, at 288, game selector 270 provides the player with aplurality of games from which to choose from (e.g. a set of recommendedgames). The plurality of games may be associated with the cluster(nearest centroid) or game player type. The plurality of games may befiltered based on availability to the mobile gaming device 11. Forexample, only a subset of games may be available to the mobile gamingdevice 11 based on its location, available gaming machines 10, licensingregulations, and the like. The plurality of games may be filtered basedon availability of gaming machines 10 in other embodiments.

The plurality of games may be provided to the player through a real-timewindow on the gaming machine. The player may be offered a choice onwhether they would like to be informed of new games before initiatingthe first game play. The recommender system 260 may send an alertmessage to the gaming machine during the game play or at the end of agame. The alert message may provide new or different game selectionsexpected to satisfy the player experience for the identified nearestcluster or game player type. Alternatively, or additionally, theselection of different games may be provided to the player on a videoscreen between rounds of a game.

Alternatively, the player may be offered a choice of selected gamesbased on the identified nearest cluster or game play type through aseparate area on the screen of the gaming machine. In such anembodiment, the new game may run and operate and be displayed in thesame separate area on the screen of the gaming machine. In thisembodiment, the player has the option of playing the pre-loaded game onthe machine and, at the same time, trying out one or more gamessuggested based on the identified game player type. The new gamessuggested to the player could be different themes and genre (linked,community, social, progressive, tournament, episodic etc.) than thepre-loaded games on the gaming machines.

In addition, in another embodiment the system 260 may recommend gamesbased one or more time slices, where a time slice represents a discreteduration of activity, such as game play. For instance analysis of a 7day time slice may provide a different cluster or game player type andselection of games than an analysis for the same player based on alonger time slice, for instance a 10 day time slice. The computer system260 may be configured to calculate the differences between the twoanalyses (the 7 day time slice and the 10 day time slice). The computersystem 260 may then recommend games based wholly or in part on only themore recent or longer duration time slice. Alternatively, the computersystem 260 may recommend games based on a combination of the recent timeslice match and the longer time slice match. Further, the computersystem 260 is configured to have the ability to store and partition datato later defined time slice based patterns. In this instance, the systemis configured to allow for time slicing a data set into discrete timeslices, as an example, 1 hour slices, or 1 day slices, or whatever timeperiod is deemed desirable by the game operator.

In another embodiment, a player, either unregistered or registered, maybe prompted, at least once, by an electronic gaming machine, to agree tothe computer system 260 monitoring his game playing and collecting gameplay data. Alternatively, or additionally, the player may be prompted toagree to the system 260 collecting game play data related to theactivity of the player. Accordingly, the method 280 may include thesteps of: receiving an indication of agreement to monitoring of gameplay from the game player, and/or receiving an indication of agreementto collection of game play data from the game player.

According to subsequent live game playing data collection and analysis,the player may then be presented with a set of games selected to matchthe player's gaming preferences. Further, the computer system 260 mayupdate or change the player's game player type based on live or nearlive game playing data or metrics by repeating steps of method 280 afteradditional game play data is available for collection and analysis. Theresults of the analysis may be the same or different set of recommendedgames. As more data is collected about a player's activities the moretailored the recommendations may be as more intelligence about theplayer is gathered.

In one embodiment, the computer system 260 may update the nearestcluster or player's game player type after a predetermined number ofgames are played, after a predetermined number of player actions (orsession events) are collected, or after a predetermined length of time.The predetermined number of games, predetermined number of playeractions (or session events), or predetermined length of time may be setby a game operator or administrator, for instance a casino of electronicgaming machine operator or by the game player, for instance byrequesting that the game player input how often or frequently they wouldlike to be presented with a new selection of games. The unregisteredplayer may be prompted again to agree to the system 260 monitoring hisgame playing at another electronic gaming machine within the sameestablishment (for instance a casino or a video lottery terminal systemwith geographical limits, or within geographical limits, for instance,by an online gaming system).

In another embodiment, a registered player having an account or othermethod by which the player might be identifiable to a gaming system islogged into the computer system, for instance with an electronic gamingmachine, or online, and is prompted for approval at least once, at theelectronic gaming machine or online, to agree to the system monitoringhis game playing. According to subsequent live game playing datacollection and analysis the player may then be presented with a set ofgames selected to match the player's gaming preferences. For instance,the computer system 260 may have previously assigned the player acluster or game player type based on historical game play data. Further,the computer system 260 may update or change the player's cluster orgame player type based on live or near live game playing data ormetrics. In one embodiment, the computer system 260 may update theplayer's game player type after a predetermined number of games areplayed or after a predetermined length of time. The predetermined numberof games or predetermined length of time may be set by a game operator,for instance a casino of electronic gaming machine operator or by thegame player, for instance by requesting that the game player input howoften they would like to be presented with a new selection of games.

In one embodiment, a registered player has a responsible gaming accountor profile. In such an embodiment, the system 260 is configured toconsider data or other information from the responsible gaming accountin determining the profile for the player or in adjusting a gameselection previously offered to a player or previously determinedwithout consideration of the existence of a responsible gaming accountor data associated with that account. In adjusting a game selection, thecomputer system 260 may take a selection of games based on a determinedplayer profile and then add or remove games, the addition or subtractionof games being based on the data associated with or the presence of theplayer registration or the responsible gaming account. In oneembodiment, the computer system 260 may recommend a selection of gamesin whole or in part also due to the existence of the responsible gamingprofile of the player, in addition to, or as an alternative to, dataassociated with the responsible gaming profile. The responsible gamingdata may be processed by the computer system 260 but stored separately,for instance in a separate responsible gaming database or module. In oneembodiment, the methods include the step of determining that thewagering game system has responsible gaming data related to registeredgame players and including the responsible gaming data in thedetermination of the at least one game player type. Additionally, thecomputer system may recommend at least one game to the current playerthat has previously been recommended to registered game players havingthe same game player type, a similar game player type or a substantiallysimilar game player type.

For a non-registered player, or a player that is unidentified to thegaming system, if the player profile resulting from a live session basedanalysis falls within a particular risk category, or otherwiseidentifies certain risk factors, then the computer system 260, may, inpart or whole, recommend a selection of games which it would otherwiserecommend to registered players also having that risk category.

In another embodiment, the player may request to be presented with a newselection of games, for instance at any time during game player. In onesuch embodiment, the player would press a button or other indicator tocause the machine to present a new selection of games based on recent orhistorical game play behavior. This would trigger an updated set ofrecommendations and initiate the method 400.

Additionally, the gaming preferences of a player and even game playertype may be derived or obtained from a player's social networkingaccounts. In this instance, the computer system 260 would customarilyrequest permission to access the player's social networking account.This embodiment where social networking information or data is factoredin to the selection of games or the determination of the nearest clusteror game player type may be used only with registered players, or it mayalso be used with players that are unregistered or unidentified or eventhose that do not have a player account. In such instance, the system260 may hold or have no access to information or any player accountidentifying the player. The persona may be derived through proprietarysoftware or third party available software. The persona may be used inpart to recommend games to registered players or even to players whichhave patterns similar to registered players being offered theselections. In addition, eligible games may be offered for selectionswhich are non-wagering games, online games as well as wagering games forelectronic gaming machines.

The collected game play data relates to game factors or features forgame play in an ongoing game by a current game player. This collectionof data is performed during a game player's actual game play, in realtime or near real time. These game factors may be the same as or alarger set or subset of the game factors described with respect toanalyzing the larger data set used to generate clusters or game playertypes. Game play collector 262 may be provided in any suitable locationor device, for instance, a gaming device, a controller in a gamingvenue, a local computer system in the gaming venue, a computer system ina data center, a computer system in a social media network or in aprivate cloud, public cloud, hybrid cloud or community cloud.

Player classifier 268 may weight certain game factors, or indicators, orthe dimensions of measurement adjusted so that they are more importantor less important than other factors in the overall analysis of thedata. In one embodiment, the data analysis is performed using a clusteranalysis of the collected set of data. Additionally, or alternatively,the analysis may simply involve identification of particular gamefactors, the frequency of these game factors, any trends in theappearance of the game factors (for instance, whether particular actorstend to appear closer together in time), or a combination of thesedifferent indicators.

Instead of matching the player directly to a cluster, the method mayalso include determining at least one game player type for the currentgame player based on the analysis of the collected set of data. Asdescribed above, for instance, the analysis may reveal that a gameplayer continually selects different games. The system 260 may, forinstance, interpret and determine this as an indicator that the playerdoes not favor games of the type that he stopped playing and use thisinformation to assign the player an appropriate game player type. Inanother example, if the game player continues to play longer games withmultiple rounds of wagers, then the system 260 would identify a gameplayer type that exhibits these features. Each cluster may be associatedwith one or more game player types or a set of game features. Theclusters may also be associated with a set of games, where each game isassociated with a set of game features.

The system 260 may then transmit data for display, on a video display,representing the selection of games identified for the nearest clusteror game player type determined by the analysis of the collected set ofdata. The player may then make a selection of the one of the displayedgames and the game machine presents the selected game to the player. Forinstance, the selection of games may be presented on a video lotteryterminal, electronic gaming machine, personal computer, laptop computer,tablet, mobile phone, or a functional equivalent of one of theforegoing. The selection may be collected as additional game play datafor further recommendations.

The method 400 may repeat steps to collect a second or additional set ofdata related to game factors for game play in an ongoing game by acurrent game player. Thus, this collection of data is performed at ornear real time during ongoing actual game play by a game player. Thesecond or additional set of data may be provided in a time periodseparate from (for instance after) or overlapping the first set of data.The second set of data may relate to a longer period of time than thefirst set of data. Alternatively, the second set of data may relate to adifferent set of game factors than the first set of data. The second setof data may be used for additional session events, where the datarepresentation may append consecutive session events to generate arecord of play behavior over time.

These game factors may be the same as or a larger set or subset of thegame factors described above with respect to analyzing the larger dataset used to generate clusters and game player types and suitable gamefactors are described throughout this disclosure. Additionally, thesecond set of data may be larger than the first set of data.

The second or additional set of data may be partitioned into events,used to find the nearest cluster to game play type, and then used torecommend additional games. This may be repeated for further additionalsets of collected game play data. Certain game factors may be weightedor the dimensions of measurement adjusted so that they are moreimportant or less important than other factors in the overall analysisof the data. In one embodiment, the data analysis is performed using acluster analysis of the second set of data. Additionally, oralternatively, the analysis may simply involve identification ofparticular game factors, the frequency of these game factors, any trendsin the appearance of the game factors (for instance, whether particularactors tend to appear closer together in time), or a combination ofthese different indicators.

Thus, in this way, the computer system 260 may continually monitor,collect data, and update the player's previously-determined nearestcluster or current game player's previously-determined game player type.In one embodiment, the step of determining the nearest cluster or atleast one game player type for the current game player includesfactoring and/or updating a previously identified clusters or gameplayer type.

The updated cluster or game player type may be different from apreviously identified cluster or game player type. In this embodiment,the method may further include the step of changing the previouslyidentified cluster or game player type for the current game player tothe updated cluster or game player type to make additionalrecommendations.

In another embodiment, a cluster or game player type may be updatedbased on an analysis of an additional set of not just one, but aplurality of game play periods, data sets, factors, or a combination ofany of the foregoing.

In another embodiment, the computer system 260 may request and receivefeedback from the game player related to the player's rating of therecently played game. For instance the computer system 260 may beconfigured so that a player can assign a numeric rating to the recentlyplayed game. Data from this rating may be combined with data about therecently played game to update a previously-determined cluster or gameplayer type. In another embodiment, the method involves updating apreviously-determined cluster or game player type based on an additionalset of data, the additional set of data related to game player feedbackreflecting a player indication of how often the player would play thegame. The indication of how often the player would play the game may bereceived from the player in the form of a selected set of responses, forinstance indicating the player would play often, sometimes, or never.

A set of game player types may be created by system 220, 260 for userecommending games. The game player types may be associated withclusters, which may in turn be associated with a set of games. System220, 260 may collect a set of data related to one or more game factorsor game features, for instance based on actual, simulated or historicalgame play. In another embodiment, the set of data related to one or moregame factors may be previously available so that the step of collectingthe data may not be required. Suitable game factors, also referred toherein as game features, are described throughout this disclosure.

An optional step involves partitioning the set of data into one or moregame play periods or session events. Each game play period may representa continuous or relatively continuous period of game play, for instance,a series of consecutive games played by a player in one sitting at anelectronic gaming machine. Each session event may represent a number ofconsecutive game actions over a time period. This may be combined withcollecting the data and analyzing the data. In addition, gaming data maybe held in a central repository and be partitioned based on geo zoneswhich may reflect local or country based partitioning. The computersystem 220, 260 may offer a mix of selection from within variouspartitions based upon language; geo zones as well as time slicedprocessed data.

The data is analyzed to identify instances of the game factors describedabove, including the frequency of appearance of the game factors, theirdistribution within the data set, and clusters, trends or other pattersare identified. Certain game factors, or indicators, may be weighted orthe dimensions of measurement adjusted so that they are more importantor less important than other factors in the overall analysis of thedata. In one embodiment, the data analysis is performed using a clusteranalysis of the set of data within each game play period. Additionally,or alternatively, the analysis may be performed against the set of datawithout partitioning into game play periods.

The data analysis allows the computer system to create at least one gameplayer type and/or associated cluster representing a collection of gamefactors. In one embodiment, the game player type or cluster is anassociation or collection of one or more game factors. This associationor collection may represent a particular model of game player. Forinstance, the data analysis may show that certain players prefer gamesthat are quickly resolved (from start to finish) and have small wageramounts. Data suggesting this trend could be used to create a cluster orgame player type based on this trend. In one embodiment, the cluster orgame player type is a collection of data including an identifier thatallows the computer system to identify the collection of data, and,optionally, that the data provides a game player type. The cluster orgame player type may also include data which indicates the game factorsdefining the particular features of the games to be affiliated with thegame player type. These features may be identified in the affirmative,for instance as features that should or are preferably present in thegames to be affiliated with the game player type. Alternatively, oradditionally, some features may be identified in the negative, forinstance features that should not be or are preferably not present inthe games to be affiliated with the game player type.

In one embodiment, computer system 260 may select games for the clustergame player type based at least in part on the analysis of data from oneor more game play periods or from analysis of the data set at large,without any partitioning or consideration of partitioning of the datainto game play periods. The selection or identification is based on datarelated to the games and the information or data from the game playertype or cluster. For instance, if the game player type is for playersthat like longer games with multiple rounds of wagers, then the computersystem would identify a selection of games that exhibit these features.Data related to a game could be provided manually or it could begenerated in a separate data analysis step, for instance analysis ofdata representative of game play activity, for instance, live, virtualor historical play of a given game. The data related to the games couldinclude a combination of data entered manually, for instance game themedata, as well as other data collected or assembled through analysis ofgame play activity. Alternatively, the computer system may identify aselection of games based directly on the analysis of the set of data,without any creation of a game player type. In this embodiment, theselection of games may be based directly on the results of the clusteror trend analysis.

Loading and Unloading Game Assets

As described herein, a connection may be established between a mobilegaming device 11 and a gaming machine 10 to enable remote gaming byplayer. The game may be selected from a set of recommended games. Inorder to configure and control the mobile gaming device 11 to remotelyplay a game associated with a gaming machine 10 game assets may betransferred to the mobile gaming device 11.

Referring now to FIG. 22 there is shown a system 300 for transferringgame assets to a mobile gaming device 11 for remote gaming. For remotegaming, multiple issues may be addressed, including for example, how toload game assets to a mobile device 11 and what to do with the loadedgame assets after a game ends and the player/mobile device 11 leaves avenue or predefined area (e.g. geo-fence). A venue, game developer oroperator may not want players to have subsequent access to game assetsthat may cost a lot to produce. Further, licensing regulations mayprohibit access to games via loaded game assets once a player leaves alicensed area.

The game assets may be download to the mobile gaming device 11 from thegaming machine 10. In some embodiments, the mobile gaming device 11 andthe gaming machine 10 may be coupled to an asset server 302 to enabletransfer to the mobile gaming device 11 from the gaming machine 10. Thegame assets may also be stored on a content storage device 304 (e.g.dedicated game asset server(s)) storing all game assets available. Thegame assets may be downloaded to the mobile gaming device 11 from thecontent storage device 304. The asset server 302 and/or content storagedevice 304 may be represented in FIG. 12 as gaming server 214 in someembodiments. The asset server 302 and/or content storage device 304 mayalso form part of system 220 of FIG. 13 and system 260 of FIG. 15 insome embodiments. These are examples only and other configurations maybe used to transfer game assets to mobile device 11.

The game asset transfer may be triggered by selection of a game (e.g.from a set of recommended games), after registration by a player,initiation of game play, progression through a game, and so on.

The asset server 302 and/or content storage device 304 may be per venueor shared per jurisdiction or in the cloud serving multiplejurisdictions. The asset server 302 and/or content storage device 304may be partitioned based on geographic location and licensingrestrictions, for example.

In some embodiments, the mobile player may need to register to be ableto down load the game assets to their corresponding mobile device 11. Inother embodiments, the mobile player may download the assets to theircorresponding mobile device 11 if he/she are within the geo-fenced zonewithout the need for registration.

In some embodiments, the game assets may contain the images and soundsfor the game, but may not include the gameplay engine code. This may bedownloaded to the mobile device 11 via a separate server or application.In other embodiments, the gameplay engine code may reside on the gamingmachine 10 or a separate server and the mobile device may display aninterface of certain aspects of the game and the final results. The gameplay may be carried out by the engine on the gaming machine 10 orseparate server. The game assets can download to the mobile device 11from a web server, data storage device 304, asset server 302, or otherserver.

The game assets may be scaled for different target devices and displayconfigurations on the host server side (e.g. asset server 302) and sentto the mobile device 11 depending on its screen resolution and hardwarecapability. Example conversions are described herein.

When the mobile device 11 leaves the geo-fenced zone the assets may bedeleted or a free play version of the game may be enabled.

Accordingly, asset server 302 is operable to detect when the mobiledevice 11 leaves a geo-fenced zone to trigger deletion of the gameassets, in accordance with some embodiments.

In other embodiments, a free-play feature may be enabled. Asset server302 may implement hierarchal concentric geo-fenced zones. When themobile device 11 leaves the inside zone, the game assets may remain onthe mobile device 11 but the player may be limited to play withoutwagering (free-play). In some embodiments, when the player leaves anoutside zone, the game assets will be deleted to prohibit wagering andfree-play.

In some embodiments, the game assets may remain on the mobile device 11for a certain amount of time. After the amount of time has passed thegame assets may be deleted.

Free Play Mode

Referring now to FIG. 23 there is shown a flowchart of a method 310 forfree-play of a game on a mobile device tethered to a gaming machine inaccordance with some embodiments.

With mobile tethered play (e.g. connection between the gaming machine 10and the mobile device 11), if a player or mobile device 11 leaves thegeo-fenced area, the system may disable gameplay. In other embodiments,the game may have a wagering mode and a free play mode. If a player ormobile device 11 leaves the geo-fenced area, the system may switch to afree-to-play version of the game to continue play. The system mayreceive a warning that the mobile device 11 has left the geo-fencedarea, but instead of exiting the game, it could switch to an internallyrun version of the game (provided via the loaded game assets). Forexample, fake reel strips may be displayed and the player may be allowedto play for free. Once back in the geo-fence area, the player may havethe option to play in the wagering mode again.

In accordance with some embodiments, in the geo-fence area, if all thegaming machines 10 are taken, the player can play for free using mobiledevice 11 (e.g. game assets may be downloaded to mobile device 11 andfree-play may be enabled). Once a gaming machine 10 becomes available,the mobile device 11 will receive a notification that a gaming machine10 is free and ask if they wish to play.

At 312, mobile device is operable to initiate a connection to a gamingmachine 10 (e.g. terminal) to play one or more games associated with thegaming machine 10.

If the player is unable to connect to gaming machine 10, such as if theplayer is outside the geo-fenced zone or otherwise cannot connect togaming machine 10, then at 314 the player may play the desired game infree-play mode.

At 316, the player may register for the gaming machine 10. The playermay set a spending limit in some example embodiments for responsiblegaming.

At 318, it is determined whether the desired gaming machine isavailable. If a player registers on a gaming machine 10 that is notavailable and is queued to play, at 314, they can play for free on theirmobile device 10 until the gaming machine 10 (e.g. terminal) isavailable.

Once the gaming machine 10 is available, at 320, a popup may appear onthe screen display of the mobile device asking if they want to play forreal (e.g. wagering mode), or cash out the gaming machine 10 andcontinue to play for free.

At 322, it is determined whether the player is inside the geo-fence areawhile playing for free.

If the player plays for free in the venue or geo-fenced area, then theymay be rewarded with player loyalty points at 324. The free play actsmay act as an advertisement or enticement for the establishment. If theyplay for free outside the geo-fence area, they may not receive anyloyalty points. If the player is playing for free because the gamingmachine 10 is not available, at 326, it is determined whether the gamingmachine is available. If the gaming machine 10 is available, at 328, itis determined whether the player registers to play the game in thewagering mode.

The free game acts may operate in the same manner as the regulartethered game, where a difference may be that logic of the game infree-play may come from the mobile device 11 itself (e.g. via loadedassets) in some example embodiments. The mobile device 11 maycommunicate with the asset server 302 or gaming machine 10 throughwireless communication, for example, but may not transmit outcomes insome example embodiments. When in the geo-fence area, game informationmay be transmitted to track how much and what games are played, todetermine who much loyalty points to award, to recommend games, and soon. The system may keep track of the number of loyalty points anddisplay them on the mobile device.

This system can be used as a responsible gaming feature. At the first ofa session, the player may choose how much their spending limit is (e.g.at 316). At 330, it is determined whether the player has reached theirspending limit. If the player overspends their budget, at 332, they canswitch to free-play to continue their experience, but without spendingmore money. At 334, the player is unregistered from the gaming machine10. This frees up the gaming machine 10 for another party to play thegame and may help curve overspending.

The core logic for free-play may be stored in the game assets, but maydisabled while in tethered wagering mode, only activating once thefree-play mode is enabled. During wagering play, at any time, the playermay switch to free play mode at 332, but may be cashed out of andunregistered from gaming machine 10 at 334 to allow the next player totake over. They can re-queue again to play via the gaming machine 10after the next player, for example.

At 336, it is determined whether the player is inside or outside thegeo-fence area to in turn determine whether the player can continueplaying in wagering mode, or whether the game should switch to free playmode.

Tournament

Another feature of the free-play is the use a tournament style system.FIG. 24 illustrates a flowchart of a method for free-play with atournament style. Players with mobile gaming devices 11 loaded with theremote gaming application may participate in mini-tournaments. In someembodiments, the winner may receive a prize of some sort. The prize maybe advertised. For example, the tournament system may run a simple reelgame with very high return percentage math. The gaming machine 10 may beswitched to tournament play, via e.g. the back office of the venue. Eachmobile device 10 would be then be registered with one or more gamingmachines 10. The tournament may support a time limit, a credit limit ora combination of the both. Once the tournament commences, each playerplays until time has elapsed or run out of credits, whichever comesfirst. The tournament can run on the same gaming machine 10 to increasethe number of participants.

The player rankings may be displayed on all of the gaming machines 10involved in the tournament. The winner of the tournament is thendetermined and may be awarded a prize by the venue. The prize can befree food or drink, loyalty points, for example.

Once the tournament is finished, the player can return to regular playeither in wagering mode or free play.

At 342, mobile device 11 is operable to initiate a connection to agaming machine 10 (e.g. terminal) to play one or more games associatedwith the gaming machine 10.

At 346, it is determined whether the mobile device 11 has registeredwith the gaming machine 10 to participate in a tournament.

At 348, the game assets for the game are loaded to the mobile device 11,as described herein, for free play mode.

At 350, a central tournament system (e.g. central system 212 of FIG. 12)configures a tournament between all mobile devices 11 registered for thetournament. The tournament starts at 352 and the players via mobiledevices 11 play the tournament game at 354 using the loaded game assets.

At 356, central tournament server determines whether the tournament hasended based on conditions and rules programmed for the tournament. At358, the rankings for the tournament are displayed on each mobile device11 participating in the tournament. The rankings may also be displayedon the associated gaming machines 10 the mobile devices 10 registeredwith.

At 360, a prize is awarded to the winner(s) of the tournament and at 362the tournament completes.

Distributed Data Storage

In accordance with embodiments described herein, game play data used forrecommendations and model generation may be stored in a distributedconfiguration across a variety of data storage devices. The data storagedevices may be located in different jurisdictions and may containdifferent subsets of game play data. The data storage devices may storeoverlapping game play data in some example embodiments. The data may beexported to other servers due to the large amount of playing data andthe resource restrictions of a single server. Further, data may beexported to generate a collective pool of data for data mining andanalysis. For example, the collective pool of data may be used forcluster model generation, recommendations, and so on.

Game play data may be collected from game play by players located in ajurisdiction and stored locally on data storage devices. The game playdata may include player data including private information about aplayer, such as their name, credit score, credit card number,citizenship, residency, address, phone-number, total spending amount,and the like. This information may be collected during registration forexample. Gaming and privacy regulations may govern and restrict wherethe private data may be stored and which locations the private data maybe transferred to. User preferences may also restrict access and exportof private data.

It may be desirable to pool game play data at a central server or acollection of distributed central servers to collect a large amount ofgame play data for model generation and recommendations. The centralserver(s) may coordinate analytics for model and recommendationgeneration between different servers and jurisdictions. This providesincreased processing power, increased memory resources for large amountsof game play data, and access to a larger data set.

If the central server is located in one or more different jurisdictionsthan where the data was originally collected then the gaming and privacyregulations and user preferences may restrict the export of the privatedata (a subset of the game play data) to the central server.Accordingly, the private data may be separated from the non-privategaming behavior data, where only the non-private data may betransferred. Further, a summary of private data may be generated suchthat the summary abstracts from and summarizes the private data togenerate non-private summary data. The non-private data may be anonymousdata but may include game factors used to generate models andrecommendations. The data may also be separated to reduce the amount ofdata to be stored on a single data storage device.

Local servers may be configured with parsing rules to implementregulatory restrictions and user preferences to govern export of data tothe central server(s). That is, local servers may be configured withparsing rules to process player and game play data stored thereon togenerate export data for transmission to the central server. The localexport servers may be configured with parsing rules specific toregulatory requirements of relevant jurisdictions (e.g. privacyregulation) and user preferences (current location of data, locationthat data will be exported to). For example, player and game play datamay include private and non-private data, and the local servers mayseparate the private and non-private data based on the parsing rules andapply tags to the exported data. To separate the private data (e.g.personal information about players) from the non-private data (e.g.playing behavior) a hashing algorithm may be used to create an index ortag linking the private and non-private data. That is, a tag for thenon-private data may identify (directly or indirectly) associatedprivate data. The tag or index may otherwise provide relevantinformation about the non-private data such as the location orjurisdiction it is coming from. This may enable central server(s) toaggregate data based on the tag. For example, the non-private data maybe aggregated based on location or jurisdiction.

The collective pool of data on central server(s) may be partitioned byjurisdiction, tag, game, and the like. The tag may includejurisdictional data. When the collective pool of data is used togenerate models and recommendations different weightings can be appliedto the data based on jurisdiction. For example, a game recommendation toa Canadian playing a game in the United States may be generated byweighting Canadian data more than data from other jurisdictions. Thecollective pool of data may provide a larger data set (e.g. playing datafrom multiple countries) in improve models and recommendations. Trendsand playing behavior may be analyzed using the collective pool of data.

Referring now to FIG. 25 there is shown a system 300 for implementinguser preferences, privacy and regulatory restrictions on export and useof game play data. Player and game play data may be stored in adistributed fashion on local game play data storage devices 374, 376 andcentral data storage servers 378. The game play data storage devices374, 376 and central data storage servers 378 may be in different or thesame jurisdictions. The game play data may be exported from local gameplay data storage devices 374, 376 to central data storage servers 378using parsing rules. The parsing rules may be in accordance with privacyand regulatory restrictions implemented by data management server 362using parsing rules.

Data management server 362 provides a middleware component and mechanism(e.g. in a cloud computing configuration in this example) which willenables owner of personal data (e.g. game player) to monitor use ofpersonal data and implement regulatory restrictions on personal dataexport.

Data management server 362 enables a game player to agree or disagree tothe location where his/her data are stored, by whom data are accessedand how, how and by whom data are processed, when and how data aretransferred, and so on.

Data management server 362 would give players the possibility to fullycontrol processing, storing or transmitting of their gaming data and toagree/disagree with processing, storing or transmitting of their gamingdata. To a regulator and auditor this may help to increase confidence intransparency how data are treated.

Data management server 362 includes a Privacy Manager 364 which enablesa user to access and set his/her preferences for: where his data may bestored physically, who can access their data and which level of accessthey can have, who can process data, who can transmit data (transfer),what data may be transferred, what actions need permission and approval,and so on. Privacy manager 364 may interact with a device-based privacymanager 380 residing on mobile device 11. The preferences may be used todefine parsing rules.

In other words, Privacy Manager 364, 380 collects, stores, and managesprivacy preferences requested by the game players. In addition, privacymanager 364 may allow a player to monitor processing, storing ortransmitting actions on their data. For example, privacy manager 364 maygenerate a log of all actions and changes and present to the player onrequest or in a report.

Access Control Preference Manager 366 determines what processing,storing or transmitting actions are required of personal data for inorder for the recommendation system, export software or other componentto perform required or desired functions. The required processing,storing or transmitting actions may be implemented as parsing rules.Access Control Preference Manager 366 serves as the component managingcloud service attributes required for the remote evaluation of accesscontrol policies. That is, Access Control Preference Manager 366determines desired or required processing, storing or transmittingactions with respect to game play data.

Negotiation Manager 368 may serve as mediator for negotiation betweenPrivacy Manager 364 and Access Control Preference Manager 366 so actionscan occur or be prevented because of privacy limitations. In otherwords, Negotiation Manager 368 acts as an interface between PrivacyManager 364 and Access Control Preference Manager 366 to map required ordesired actions to privacy restrictions based on user preferences.Negotiation Manager 368 provides negotiation functionalities andprotocols.

Regulatory Requirements Manager 370 may implement regulatoryrequirements on game play data through restriction rules (e.g. parsingrules). For example, Regulatory Requirements Manager 370 may receive andprocess relevant privacy regulations governing use of private data togenerate restriction rules for types of data and export thereof.Regulatory Requirements Manager 370 will serve to manage functionsrelated to regulator and specific standards or jurisdictions.Negotiation Manager 368 may serve as mediator for negotiation betweenRegulatory Requirements Manager 370 and Access Control PreferenceManager 366 to consider required or desired actions in view ofregulatory restrictions.

Tag manager 372 is operable to implement hashing algorithms and add tagsto game play data, when separated for export and pooling purposes, forexample. For tagging data, hashing algorithms may be used. Tag manager372 can add tags which will protect data due to tampering together withtamper proof time stamping and logging. Coupled also with low levelaccess controls and monitoring/alerting technologies tag manager 372 canhelp to prevent or, at least, alert unauthorized change or moving data.Tag manager 372 may add tags that provide relevant information aboutgame play data, such as the location the data was collected in. Forhashing, Tag manager 372 may implement a variety of hashing algorithms,such as SHA 3 (Keccak) hashing algorithm which recently. Additionallevel hashing would be to “seed” data with some proprietary system whichthan will give ownership and control over the data.

Referring to FIG. 26 there is shown a method 400 for distributingstorage of game play data using parsing rules (e.g. based on userpreferences, privacy and regulatory restrictions on game play data).

At 402, data management server 362 receives player and game play datacorresponding to players' real time game play for storage on local gameplay servers 376.

At 404, data management server 362 is operable to generate export datafrom player and game play data stored on local game play servers 376.The data management server 362 is operable to generate the export datausing parsing rules. The export data includes filtered the player andgame play data. For example, as noted herein, private data (e.g.personal player data) may be filtered from the player and game play datato generate the export data. The parsing rules may implement userpreferences (as received by privacy manager 364), required processing,storing or transmitting actions (as determined by access control manager366), and regulatory requirements (as per regulatory manager 370). Thenegotiation manager 368 may generate a subset of parsing relevant togenerating particular export data in consideration of the local gameplay server 376 where the player and game play data originally resides,and the destination of the export data, e.g. the central play dataserver 378 or another local game play server 376. The tag manager 372 isoperable to tag export data with a tag or index to provide a linkbetween the export data and the original player and game play data itwas originally generated from.

At 406, the export data is transmitted from the local game play server376 to a central server 378 (or other local game play server 376). Inother words, the export data is received at a central server 378.

The central server 378 may receive export data from multiple local gameplay servers 376 or other central server 378 (e.g. organized in a tieredmanner). The central server 378 stores received export data as part of acollective pool of game play data. The collective pool of game play dataincludes data received from multiple sources. This may provide a largercollection of data from which to generate cluster models and makerecommendations.

At 408, recommendation server 216 generates a set of gamerecommendations, as described in detail herein. The set of gamerecommendations may be generated using received export data and thecollective pool of game play data. For example, the received export datamay identify a jurisdiction which may be used by recommendation server216 to generate recommendations specific to that jurisdiction using thecollective pool of game play data.

The recommendation server 216 (or central play data server 378) mayreceive additional player and game play data corresponding to a player'sreal time game play in a game on a gaming machine 10 (or tablet 11).This additional player and game play data may be used in connection withthe collective pool of game play data at central play data server 378 tomake recommendations for the player. The recommendations leverage theincreased size of the collective pool of data. The collective pool ofgame play data may be used to generate the cluster models as describedherein. The models may be applied to real time game data to make gamerecommendations for players, as described herein. The detaileddescription of game recommendations herein applies to generating gamerecommendations using the collective pool of data on the central server378.

At 410, the recommendation server 216 provides the set of gamerecommendations. The set of game recommendations may be received at alocal gaming device 10 or tablet 11 from recommendation server 216. Theset of game recommendations may be received via another local computingdevice for provision to the player.

The player may select a game from the set of game recommendations, andthe method 400 may return to 402 where additional player and game playdata corresponding to a player's real time game play will be received,for export or further recommendations, for example. Accordingly, some orall of the steps of method 400 may repeat for additional datacollection, recommendations, or a combination of both.

Microgaming

A mobile device 11 may establish a connection to a variety of types ofgaming machines 10, such as for example an electronic gaming table 10that enables community or individual games.

FIG. 27 is a top down view of a substantially horizontal gaming table 10showing a particular icon-selection game in progress. In this example,four mobile devices 11 are coupled to the gaming table 10. A userinterface on the mobile devices 11 may replicate the surface of thegaming table 10, receive input data from players, and provide outputdata to players. There may be physical players 392 at the gaming table10 to play with one or more players using mobile gaming devices 11. Theentire top surface of the gaming table 10 may be a touch screen 390which may be replicated on user interface of mobile gaming device 11,which may also have a touch screen.

The touch screen 390 technology may be conventional, such as a flatscreen monitor with a capacitive-type touch screen overlay. The touchscreen 390 is preferably square to make all the players' positionsequivalent; however, rectangular touch screens are more commerciallyavailable. The position of the player's may be less relevant with remotegaming configurations as the players need not be physically present atgaming table 10. All player controls may be via the touch screen 390 orthrough user interface of mobile device 11.

When a player arrives at the gaming table 10 or connects thereto via amobile device 11, the player creates a bank of credits, which aredisplayed at screen areas 394. The screen areas 394 may be replicated onuser interface of mobile gaming device 11. The player may use a playertracking card, cash, a paper ticket, or other means to create the bankof credits. A conventional card reader or cash/ticket receiver may belocated in the table 10 support structure or on a registration terminalas described herein.

In the game illustrated in FIG. 27, a variety of icons 396 are displayedhaving different wager amounts (or denominations). At least some of theicons 396 are associated with a randomly selected hidden prize. Otherones of the icons 396 may be losing icons awarding no prize. Generally,the awards for the higher wager icons 396 are higher than the lowerwager icons 396. Examples of the wagers are 5 cents, 10 cents, 25 cents,and one dollar. When an icon 20 is touched (which may be via userinterface of mobile gaming device 11), the advertised wager is deductedfrom the player's bank and the hidden prize is revealed and credited tothe player's bank. The wager may even be a fraction of a single credit,and the fractions are added by the processor in the gaming system whendeducting from or adding credits to the player's bank. The fractions maydisplayed in an area of the screen 390 (or on user interface of mobilegaming device 11).

So that the gaming system knows which player made the icon selection,the selecting player touches a “player active” button 398 on the screen(or on user interface of mobile gaming device 11) to briefly lock outother players until the selection is made. The button 398 may need to betouched while the player touches the icon 396 (or user interface ofmobile gaming device 11), or the button 398 remains activated oncetouched until the player makes the selection. In one example, eachplayer is associated with a different color and, when a player touchesthe button 398, all icons 396 turn that color to indicate to the otherplayers who is the active player.

In one embodiment, players that concurrently touch their buttons 398 (oruser interface of mobile gaming device 11) effectively select the sameicon 396 that is touched by any one of the active players. This allowsthe players to truly share in the same gaming experience. Each playerthen wins a prize as if the players separately touched the icon 396 (oruser interface of mobile gaming device 11).

The players may play independently in a random order so as to play attheir own comfortable rate. Any player may join the game or cash outwithout affecting the other players. Cash-out may be by printed ticket,chips, crediting the player's central account (if the player uses aplayer tracking card), or other suitable means such as NFC based credittransfer on a smart phone.

Any or all players may elect to play an individual game on a portion 399of the large screen 390. Any game may remain as the community game orany other game, and the community game is not affected by any playerchoosing to play an individual game. The gaming system may adapt thecommunity game, as needed, due to the portion 399 not being used for thecommunity game. The player may select from a variety of games (includingany community game) by touching a selection button (or user interface ofmobile gaming device 11), which displays a menu of available games inthe portion 399 (or on user interface of mobile gaming device 11). Theplayer then selects any available game, such as a conventional videopoker game, a conventional video reels type game, etc., and plays thegame in a conventional way. Any number of players may play individualgames. Even a single player may be able to player the “community game,”since it is desirable that no action by any player can adversely affectanother player's enjoyment of all the games offered by the gaming table10. In one embodiment, a player playing an individual game may alsosimultaneously participate in a community game by selecting a communitygame to join.

In another embodiment, the player may choose to initiate anothercommunity game in portion 399, and additional players may elect to jointhe community game by menu selection (or via user interface of mobilegaming device 11). The community game screen display would then expandto the other players' locations (e.g., from 25% of the screen 18 to 50%of the screen 390). None of the players' gaming experiences areinterrupted by such selections. The players may even elect tosimultaneously participate in multiple community games.

Other Features

In alternative embodiments, the mobile gaming device may be connected tothe gaming machine with a cable, either directly connected to a port ofthe gaming machine or via a network communicating with the gamingmachine.

The software used to program the gaming machines and servers inaccordance with the embodiments described herein may be initially storedon a ROM, such as a CD or an electronic memory device. Such CDs anddevices are non-transitory computer readable mediums having theappropriate computer instructions stored thereon. The programming mayalso be downloaded to the gaming machines via the casino's network.

It should be appreciated that the terminals, processors, or computersdescribed herein may be embodied in any of a number of forms, such as arack-mounted computer, a desktop computer, a laptop computer, or atablet computer. Additionally, a computer may be embedded in a deviceperhaps not generally regarded as a computer but with suitableprocessing capabilities, including an electronic gaming machine, a WebTV, a Personal Digital Assistant (PDA), a smart phone or any othersuitable portable or fixed electronic device.

Also, a computer may have one or more input and output devices. Thesedevices can be used, among other things, to present a user interface.Examples of output devices that can be used to provide a user interfaceinclude printers or display screens for visual presentation of outputand speakers or other sound generating devices for audible presentationof output. Examples of input devices that can be used for a userinterface include keyboards, and pointing devices, such as mice, touchpads, and digitizing tablets. As another example, a computer may receiveinput information through speech recognition or in other audible format.

Such computers may be interconnected by one or more networks in anysuitable form, including as a local area network or a wide area network,such as an enterprise network or the Internet. Such networks may bebased on any suitable technology and may operate according to anysuitable protocol and may include wireless networks, wired networks orfiber optic networks. As used herein, the term “online” refers to suchnetworked systems, including computers networked using, e.g., dedicatedlines, telephone lines, cable or ISDN lines as well as wirelesstransmissions. Online systems include remote computers using, e.g., alocal area network (LAN), a wide area network (WAN), the Internet, aswell as various combinations of the foregoing. Suitable user devices mayconnect to a network for instance, any computing device that is capableof communicating over a network, such as a desktop, laptop or notebookcomputer, a mobile station or terminal, an entertainment appliance, aset-top box in communication with a display device, a wireless devicesuch as a phone or smartphone, a game console, etc. The term “onlinegaming” refers to those systems and methods that make use of such anetwork to allow a game player to make use of and engage in gamingactivity through networked, or online systems, both remote and local.For instance, “online gaming” includes gaming activity that is madeavailable through a website on the Internet.

Also, the various methods or processes outlined herein may be coded assoftware that is executable on one or more processors that employ anyone of a variety of operating systems or platforms. Additionally, suchsoftware may be written using any of a number of suitable programminglanguages and/or programming or scripting tools, and also may becompiled as executable machine language code or intermediate code thatis executed on a framework or virtual machine.

In this respect, embodiments may provide a tangible, non-transitorycomputer readable storage medium (or multiple computer readable storagemedia) (e.g., a computer memory, one or more floppy discs, compact discs(CD), optical discs, digital video disks (DVD), magnetic tapes, flashmemories, circuit configurations in Field Programmable Gate Arrays orother semiconductor devices, or other non-transitory, tangiblecomputer-readable storage media) encoded with one or more programs that,when executed on one or more computers or other processors, performmethods that implement the various embodiments discussed above. Thecomputer readable medium or media can be transportable, such that theprogram or programs stored thereon can be loaded onto one or moredifferent computers or other processors to implement various aspects asdiscussed above. As used herein, the term “non-transitorycomputer-readable storage medium” encompasses only a computer-readablemedium that can be considered to be a manufacture (i.e., article ofmanufacture) or a machine and excludes transitory signals.

The terms “program” or “software” are used herein in a generic sense torefer to any type of computer code or set of computer-executableinstructions that can be employed to program a computer or otherprocessor to implement various aspects of as discussed above.Additionally, it should be appreciated that according to one aspect ofthis embodiment, one or more computer programs that when executedperform methods need not reside on a single computer or processor, butmay be distributed in a modular fashion amongst a number of differentcomputers or processors to implement various aspects of embodimentsdescribed herein.

Computer-executable instructions may be in many forms, such as programmodules, executed by one or more computers or other devices. Generally,program modules include routines, programs, objects, components, datastructures, etc. that perform particular tasks or implement particularabstract data types. Typically the functionality of the program modulesmay be combined or distributed as desired in various embodiments.

Also, data structures may be stored in computer-readable media in anysuitable form. For simplicity of illustration, data structures may beshown to have fields that are related through location in the datastructure. Such relationships may likewise be achieved by assigningstorage for the fields with locations in a computer-readable medium thatconveys relationship between the fields. However, any suitable mechanismmay be used to establish a relationship between information in fields ofa data structure, including through the use of pointers, tags, addressesor other mechanisms that establish relationship between data elements.

Various aspects of embodiments described herein may be used alone, incombination, or in a variety of arrangements not specifically discussedin the embodiments described in the foregoing and the concepts describedherein are therefore not limited in their application to the details andarrangement of components set forth in the foregoing description orillustrated in the drawings. For example, aspects described in oneembodiment may be combined in any manner with aspects described in otherembodiments.

Also, embodiments described herein may provide a method, of which anexample has been provided. The acts performed as part of the method maybe ordered in any suitable way. Accordingly, embodiments may beconstructed in which acts are performed in an order different thanillustrated, which may include performing some acts simultaneously, eventhough shown as sequential acts in illustrative embodiments.

While embodiments have been described with reference to certainexemplary features thereof, those skilled in the art may make variousmodifications to the described embodiments. The terms and descriptionsused herein are set forth by way of illustration only and not meant aslimitations. In particular, although embodiments have been described byway of examples, a variety of devices would practice the inventiveconcepts described herein. Embodiments have been described and disclosedin various terms, the scope of the embodiments is not intended to be,nor should it be deemed to be, limited thereby and such othermodifications or embodiments as may be suggested by the teachings hereinare particularly reserved, especially as they fall within the breadthand scope of the claims here appended. Those skilled in the art willrecognize that these and other variations are possible as defined in thefollowing claims and their equivalents.

What is claimed is:
 1. A remote gaming method comprising: establishing acommunications link between a mobile gaming device operated by a playerand a first gaming terminal, the mobile gaming device running a remotegaming program to play at least a first game, the first gaming terminalprogrammed to carry out at least the game functions of pseudo-randomlydetermining a game outcome and determining an award to a player;receiving player control signals by the first gaming terminal from themobile gaming device to initiate the first game; carrying out the firstgame by the first gaming terminal, including determining a final outcomeof the first game and any award for the outcome; transmitting signalsfrom the first gaming terminal to the mobile gaming device identifyingthe final outcome of the first game and the award; detecting theplayer's real time game play; based on detecting the player's real timegame play, determining a set of recommended games available to be playedon the mobile gaming device; transmitting signals to the mobile gamingdevice identifying at least a second game of the set of recommendedgames; detecting a selection by the player of the second game; carryingout the second game, including determining a final outcome of the secondgame and any award for the outcome; and transmitting signals to themobile gaming device identifying the final outcome of the second gameand the award.
 2. The method of claim 1, further comprising: operatingthe first gaming terminal in a first jurisdiction, the first gamingterminal being licensed for the first jurisdiction, the mobile gamingdevice being located in the first jurisdiction;
 3. The method of claim 1wherein the second game is available to be played on a second gamingterminal, wherein the method further comprises: establishing a wirelesscommunications link between the mobile gaming device and the secondgaming terminal; transferring credits from the first gaming terminal tothe second gaming terminal; carrying out the second game by the secondgaming terminal; and transmitting signals by the second gaming terminalto the mobile gaming device identifying the final outcome of the secondgame and the award.
 4. The method of claim 1, wherein the first gamingterminal is a gaming machine having a display screen, and wherein thegaming machine may be directly played using the display screen.
 5. Themethod of claim 4, wherein the gaming machine and mobile gaming deviceare operated within a same venue.
 6. The method of claim 1, wherein themobile gaming device is not required to be licensed in the firstjurisdiction.
 7. The method of claim 1, wherein the player is playinganonymously, without the use of a player tracking card.
 8. The method ofclaim 1, wherein the first gaming terminal and the second gamingterminal are located in different gaming venues.
 9. The method of claim1, further comprising: periodically controlling the mobile gaming deviceto communicate between a plurality of transceivers in a venue; usingReceived Signal Strength Indicator (RSSI) level signals derived bycommunications with the transceivers to determine whether the mobilegaming device is within a designated area within the venue; and if it isdetermined that the mobile gaming device is outside of the designatedarea, blocking the mobile gaming device from carrying out the first orsecond game.
 10. The method of claim 1, wherein the first gamingterminal is licensed for use in a first gaming zone operated by a firstoperator, and the second gaming terminal is licensed for use in a secondgaming zone operated by a second operator, wherein the player is locatedin the first gaming zone.
 11. The method of claim 10, wherein at least aportion of revenue generated by the player playing the second type gameis provided to the second operator.
 12. The method of claim 1, furthercomprising applying data from the player's real time game play to analgorithm to determine that the player is a certain type of player, thenselecting the set of recommended games based on the certain type ofplayer.
 13. The method of claim 1, wherein the carrying out the firstgame by the first gaming terminal comprises displaying game animation onthe mobile gaming device conveying to the player that the first game ispresently occurring, and wherein the method further comprises: (a) inthe event of a communications link failure between the mobile gamingdevice and the first gaming terminal during the game, prior to receivingthe signals by the mobile gaming device identifying the final outcome ofthe game and the award but after the game animation has begun, (b)continuing the game animation by the mobile gaming device during thecommunications link failure for a time until the communications link hasbeen re-established; (c) once the communication link has beenre-established, transmitting the signals to the mobile gaming deviceidentifying the final outcome of the first game and the award, stoppingthe game animation; and (d) displaying, by the mobile gaming device, thefinal outcome of the game and the award, such that the game perceived bythe player is not interrupted during the communications link failure.14. The method of claim 1, wherein the gaming program comprises gameinactivity rules requiring game play within a maximum allowable time toprevent a remote gaming session from being terminated, and wherein themethod further comprises: (a) allowing the player to pause the remotegaming session by entering a command via the mobile gaming device topause the remote gaming session for a certain time; (b) suspending thegame inactivity rules, by the first gaming terminal, for the certaintime so the remote gaming session does not terminate due to gameinactivity; (c) receiving a first signal by the first gaming terminalindicating that the player is again using the mobile gaming device toplay the first game; (d) re-applying the game activity rules after thefirst signal is received; and (e) terminating the gaming session if theplayer does not use the mobile gaming device to play the first gamewithin the certain time.
 15. The method of claim 1, further comprising:(a) providing a stationary registration terminal within a firstregulated gaming venue, the registration terminal having a transceiverfor communicating with the mobile gaming device, operated by the playerwithin the first regulated gaming venue, the registration terminal beingcoupled to a network with a plurality of gaming machines including afirst gaming terminal; and (b) establishing, via the registrationterminal, the wireless communications link between the mobile gamingdevice and the first gaming terminal to play the first game.
 16. Themethod of claim 15, wherein the registration terminal includes aprinter, the method further comprising; (a) identifying credits, by theregistration terminal, associated with the first player; and (b)printing out a ticket for redemption by the player.
 17. The method ofclaim 15, wherein the first gaming terminal is located in a secondregulated gaming venue and coupled to the network, wherein the firstgaming terminal communicates with the mobile gaming device via theregistration terminal.
 18. The method of claim 15, wherein the pluralityof gaming terminals includes gaming terminals located in the firstregulated gaming venue and gaming terminals located in a secondregulated gaming venue.
 19. The method of claim 1, wherein the firstgaming machine generate video animation in an original format whendisplaying a the first game on the display screen, wherein the methodfurther comprises: (a) detecting a required video animation secondformat for the mobile gaming device which is different from the originalformat; (b) converting the video animation from the original format tothe second format for the mobile gaming device; and (c) displaying thegame to the player on the mobile gaming device using the second format.20. The method of claim 1, wherein the set of recommended games isassociated with a gaming model of a plurality of gaming models, andwherein the method further comprises: (a) detecting a threshold amountof data for the player's real time game play; (b) partitioning the datafor the player's real time game play into a plurality of game events;and (c) determining that the gaming model corresponds to the one or moreevents of the plurality of game events.
 21. The method of claim 1,wherein the set of recommended games is associated with a gaming modelof a plurality of gaming models, and wherein the method furthercomprises: (a) determining each of the plurality of models fromcollected game play data using cluster analysis; and (b) associating aset of recommended games with each of the plurality of gaming models.22. The method of claim 20 or claim 21, wherein the player's real timegame play is associated with game factors, and wherein the gaming modelcomprises a collection of game factors representing a predeterminedgaming and play behavior model of game player.
 23. The method of claim22, wherein the game factors comprise one or more members selected fromthe grouping consisting of: game session length, play behavior, gamebehavior, game language, game location, game selection, elapsed timewith one game, wagering behavior, game type, game theme, wager amounts,wager denominations, play rates, typical bonus values, game brand, prizedistributions, amounts of incremental wagers, frequency of wagering, forinstance the presence or absence of multiple rounds of wagering in agame, the number of rounds of wagers permitted in a game, maximum wageramounts permitted, minimum wager amounts permitted, amount of wagering,elapsed time between selected events for instance starting a new game,reaction to bonus rounds, reaction to progressive outputs, pay tablefeatures, amount of incremental wagers, frequency of wagering, elapsedtime for player reaction, amount of wagering, elapsed time betweenwagers, frequency of player action, game rules, game complexity, abilityfor a player to control or have an effect on a game outcome, whether anoutcome is predetermined, whether parallel wagering is provided, averagegame speed, average wager amounts, average wager rate, presence orfrequency of bonus rounds, presence and frequency of progressiveoutputs, payout percentages, win rates, win percentages, loss rates,loss percentages, use of special features, frequency of use of specialfeatures, number of lines played, total amount wagered, and type ofpayment received.
 24. The method of claim 1, wherein the set ofrecommended games is associated with a game player type, wherein thegame player type is associated with a gaming model of a plurality ofgaming models, and wherein the method further comprises: (a) detecting athreshold amount of data for the player's real time game play; (b)determining the game player type based on analysis of the data for theplayer's real time game play (c) determining that the gaming modelcorresponds to the game player type.
 25. The method of claim 9, furthercomprising: (a) transferring game assets to the mobile gaming device,wherein the game assets comprise game content for the first game or thesecond game; (b) if it is determined that the mobile gaming device isoutside of the designated area, deleting the game assets on the mobilegaming device.
 26. The method of claim 9, wherein the first game or thesecond game comprises a wagering mode and a free mode, wherein themethod further comprises: (a) transferring game assets to the mobilegaming device, wherein the game assets comprise game content for thefirst game or the second game; (b) carrying out, using the game assets,the first game or the second game in the wagering mode; (c) if it isdetermined that the mobile gaming device is outside of the designatedarea, continuing to carry out, using the game assets, the first game orthe second game in the free mode.
 27. The method of claim 1, furthercomprising: (a) collecting game play data corresponding to the player'sreal time game play; (b) determining one or more processing, storing ortransmitting actions permitted on the collected game play data based onuser preferences and regulatory restrictions; and (c) upon determiningthat the one or more processing, storing or transmitting actions arepermitted on the collected game play data, performing the one or moreprocessing, storing or transmitting actions are permitted on thecollected game play data.
 28. The method of claim 1 further comprising:providing, on a display of the mobile gaming device, a designated areaassigned to the player as part of the first game, wherein there areadditional designated areas assigned to different players; receiving asignal initiated by the player that identifies the player as an activeplayer in the first game; initiating the display of an individual gamein the designated area assigned to the player as part of the first game,while the remaining players have an option to concurrently play acommunity game displayed on the additional designated areas;concurrently displaying, on the mobile gaming device, a plurality oficons in the designated area assigned to the player, each icon beingassociated with a particular wager amount, wherein the iconsconcurrently displayed are associated with a plurality of differentwager amounts, and wherein at least some of the icons are associatedwith a hidden prize; receiving a signal identifying a particular iconbeing touched; deducting the wager amount associated with the icontouched by the player from a bank of credits associated with the firstplayer; and granting any award to the player associated with the icontouched by the player.
 29. A remote gaming system comprising one or moreprocessors and one or more data storage devices storing one or moresequences of instructions which, when executed by the one or moreprocessors, causes the one or more processors to: (a) establish acommunications link between a mobile gaming device, operated by a playerand a first gaming terminal, the mobile gaming device running a remotegaming program to play at least a first game, the first gaming terminalprogrammed to carry out at least the game functions of pseudo-randomlydetermining a game outcome and determining an award to a player; (b)receive player control signals by the first gaming terminal from themobile gaming device to initiate the first game; (c) carry out the firstgame by the first gaming terminal, including determining a final outcomeof the first game and any award for the outcome; (d) transmit signalsfrom the first gaming terminal to the mobile gaming device identifyingthe final outcome of the first game and the award; (e) detect theplayer's real time game play; (f) based on detecting the player's realtime game play, determine a set of recommended games available to beplayed on the mobile gaming device; (g) transmit signals to the mobilegaming device identifying at least a second game of the set ofrecommended games; (h) detect a selection by the player of the secondgame; (i) carry out the second game, including determining a finaloutcome of the second game and any award for the outcome; and (j)transmit signals to the mobile gaming device identifying the finaloutcome of the second game and the award.
 30. A computer-readablestorage medium storing one or more sequences of instructions which, whenexecuted by one or more processors, causes the one or more processors toperform a method of remote gaming, the method comprising: establishing acommunications link between a mobile gaming device, operated by a playerand a first gaming terminal, the mobile gaming device running a remotegaming program to play at least a first game, the first gaming terminalprogrammed to carry out at least the game functions of pseudo-randomlydetermining a game outcome and determining an award to a player;providing player control signals to the first gaming terminal from themobile gaming device to initiate the first game; carrying out the firstgame via the first gaming terminal, including determining a finaloutcome of the first game and any award for the outcome; receivingsignals from the first gaming terminal at the mobile gaming deviceidentifying the final outcome of the first game and the award; detectingthe player's real time game play for use in determining a set ofrecommended games available to be played on the mobile gaming device;receiving signals at the mobile gaming device identifying at least asecond game of the set of recommended games; detecting a selection bythe player of the second game; carrying out the second game, includingdetermining a final outcome of the second game and any award for theoutcome; and receiving signals at the mobile gaming device identifyingthe final outcome of the second game and the award.